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    posted a message on Testing World

    Started the map on minecraft 1.5.2 just to build a single house but have been adding stuff to it ever since to test some stuff.



    Optimized for 1.7.10 can be used in 1.8 witch is better the command blocks that use the fill command work. Can be used in 1.6 maybe earlier. But the command blocks mite do nothing.(just remove all the maps in item frames from the world first they like to crashing the game)


    Main Features


    Has command blocks everywhere to teleport you around to the different areas.


    Has redstone creations from a few people I've seen like the useless machine made by sethbling(sorry but i don't remember who made most of them)


    The main house has the teleports for most areas (every one is labeled). In the basement there is a room for toggling the gamerules and you'r gamemode. Another room has command blocks for giving items and potion effects. Behind a 2x2 jeb door a hopper clock for commands like keeping the weather clear(add or remove a repeater to chose witch blocks will be activated). and 3 1000 block long railroad track(goes to the original spawn area).


    The shed next to it has command blocks to give you levels, change gamemode, and replace the anvil to test enchanting with an anvil.

    The chests have all the tools and items made unbreakable, some enchanted books, and some common item for crafting.


    More stuff around, the buttons will take you to them.


    Mod Support Areas


    Have an area set up for the thaumcraft/blood magic mods and tinkers construct(also has areas for testing weapons and tools.).


    for blood magic there is a structure set up for a tier 6 alter(just needs runes and alter the wools and lapis mark out good spots for the different type of runes will label what each means later). Has a small alter I have found good to collect life essence(same as the big one needs runes and has blocks to mark what to put there).


    For thaumcraft have a place for an infusing alter (area below it to fill with stuff to lower the chance of something bad happening) and every vanilla block in a row to scan.

    For tinker construct have a layout for 2 smelteries(if made right 1 will make steel and gold the other will make pig iron) and chests full of all the stuff used for modifiers and stuff to make the stuff to make items used for modifiers.


    There is more than what I put above and I'll keep adding more to it over time.


    I will take suggestions for stuff to add.(mite need to make a new house at some point)

    Posted in: Maps
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    posted a message on Rainbow World (Nyan Cat, Rainbows and More!)
    Quote from Mad042»


    Hey guys! Sorry for the recent inactivity. I disabled all of my notifications by accident, so I didn't know there were any new comments here. It's fixed now, so I'm back! :D



    Well that explains the explosion of comments on the same day lol

    Posted in: Minecraft Mods
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    posted a message on Dr. Cyano's Wonderful Wands and Wizarding Robes

    finally got it working for some reason it did not like the world I was using I've used mcedit on the world so much that somthing must of been slightly messed up. or maybe some the gamerules didn't let it work.

    either way thanks for the help


    edit:found the problem /gamerule doDaylightCycle was set to false when I set it to true the hat worked.

    Posted in: Minecraft Mods
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    posted a message on Dr. Cyano's Wonderful Wands and Wizarding Robes

    tried it with speed gave the hat 0/1 duribilaty, slowness -1/1 duribilaty, regeneration gave it -9. only had 1 effect on at a time.

    made sure to wear the hats for 30 seconds nothing. unless the effect is only lasting a second or 2.

    What version of forge do you know it works so I can see if the forge version is the problem?

    Posted in: Minecraft Mods
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    posted a message on Dr. Cyano's Wonderful Wands and Wizarding Robes

    the wizard and witch hats are craftable

    looked at the configs and it is set to true

    i tested both hats in and out of creative mode


    no mods installed except:

    forge-1.7.10-10.13.3.1395-1710ls-universal.jar(tryed 8 other forge versions no diffrents)

    and

    CyanosWonderfulWands-1.4.2.jar

    Posted in: Minecraft Mods
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    posted a message on Dr. Cyano's Wonderful Wands and Wizarding Robes

    the wizard and witch hats don't seem to work in the latest 1.7.10 version



    forge-1.7.10-10.13.3.1395-1710ls-universal.jar


    CyanosWonderfulWands-1.4.2.jar


    I put on the hat with a potion effect on and the id and duribilaty on the hat changes but doesn't give me the potion effect while wearing it.

    is there something i'm missing?


    And doesn't remove the original effect from me like I expect when it says "absorb potion effects"


    and the only reason I'm using the 1.7 version is for a private mod pack and not enough mods have updated to 1.8 and a lot of 1.7 mods are still beta.

    Posted in: Minecraft Mods
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    posted a message on Dr. Cyano's Wonderful Wands and Wizarding Robes

    It would be cool if there was a thaumcraft integration in this mod.

    So like the robes lower the vis cost when crafting thaumcraft stuff very low reduction because it's cheap to make. and maybe add a few other sets that can be made with thaumcraft.


    the wands durabilaty be recharged with vis either a single kind of vis work for each wand. or just and vis do.

    wand of bridging take terra

    wand of lightning take aer like the shock focus dose

    wand of healing take ordo

    wand of death take Perditio


    Well hope you consider the idea.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    o thanks it did work

    Quote from ratstrangler»

    Yes, there's a bolded warning of this toward the top of the download pages along with a link to a patch to prevent it happening.




    I don't know if it works in retrospect I'm afraid.


    thanks it did work even after trying to load the world a few times with out it

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Dragonapi is causing worlds to be corrupted if you remove Dragonapi.


    When loading the world I get a message


    "The world state is utterly corrupted and this save is NOT loadable

    There is a high probability that a mod has broke the

    ID map and there is NOTHING FML or Forge can do to recover this save"


    the mods installed to cause the problem


    Forge version
    forge-1.7.10-10.13.3.1389-1710ls-universal.jar



    DragonAPI 1.7.10 v6f.jar



    loaded the world with the mods installed then removed DragonAPI to get the world corrupted.

    Posted in: Minecraft Mods
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    posted a message on Halocraft v0.7.7 [ End-Of-Life? ]

    played with the mod a bit love all the 3D models but the covanent weapons don't last long for the needler, carbine, and maybe the spiker(idk about that 1 only played halo 1 & 2) you could add some ammo for those.

    you'r wiki is a bit outdated so i'm wondering if the charger dose anything? and it doesn't say anything about the mobs spawning. the covanants really need to drop plasma grenades.


    the next mob to add should be a few humans like the marines and master chief himself. He could drop 2 different weapons, lots of grenades and ammo(somewhat like what you carry in the halo games).

    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    Quote from Drethic»

    Try going down to Forge version 1370 to see if you still get the crash.


    I was using forge version 1374 before when I had the crash but I updated forge version to see if I still got the crash

    is there something special about version 1370 that was changed in later version?


    hhmmm well what you know it works lol ty

    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    Quote from Robijnvogel»

    I did this "narrowing down" months ago. Xenos reliquary was one of the mods that overlapped. I think Magical Crops and Growthcraft were in the overlapping list as well.


    removed a ton of mods from my pack so i still got the crash left with


    Forge version
    forge-1.7.10-10.13.3.1389-1710ls-universal.jar


    chickenbone mods
    CodeChickenCore-1.7.10-1.0.5.37-universal.jar
    NotEnoughItems-1.7.10-1.0.4.95-universal.jar


    other mods
    DragonAPI 1.7.10 v6f.jar
    RotaryCraft 1.7.10 v6f.jar
    magicalcrops-1.7.2-0.11


    mods that get downloaded
    CodeChickenLib-1.7.10-1.1.3.134-universal.jar
    LibSandstone-1.0.0.jar


    Xeno's Reliquary was one the mods I removed and still crashed.


    well hopefully with that few mods the problem can be found.

    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    Quote from Robijnvogel»

    In combination with an other mod, Xeno's Reliquary causes this. No one knows what the other mod is, however, so removing xReliquary is your best option right now.


    Is there an easy way to get all the mods that are in a mod pack?

    If so then get a few mod lists from mod pack that get the crash and try finding what mods they have in common that could narrow down the mods causing the problem.


    well can forget that working >_<


    Removed magical crops from my pack and it worked.

    but the old pack I used that had the crash never had that mod.

    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods

    i opened the Reliquary-1.2.jar with 7-zip and deleted the baubels folder and while i had it opened i found an neiintegration.class at

    "Reliquary-1.2.jar\xreliquary\integration\"


    used the u function and it still crashed here is the crash report in case something is different


    http://pastebin.com/05j91yHS


    and if you are sure is is something to do with baubles then the conflict mite be with thaumcraft it also adds baubles.


    removed thaumcraft, forbidden magic and thaumic tinker to see if that helps still crashed.

    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods

    I have started having a crash when ever I press "u" to get the uses for an item



    here is the crash report link below


    crash report


    I would also give the fml log but its 14.9 MB and drop box is the only way I know that can share it.

    Posted in: Minecraft Mods
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