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    posted a message on Compact Machines v1.21

    Is it possible to remove a tunnel from a block inside the compact machine after you place it? I really need this, as I'm not perfect and like to experiment, and would hate to have to always do so in creative mode in a new compact machine just to establish where I actually want tunnels at so that I'm not wasting them or putting them in the wrong place! Thanks!

    Posted in: WIP Mods
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    posted a message on Planttech 1.7.3 [55000+ Downloads] Now completely different!

    Dear Kaneka,

    I LOVE Planttech, it's the BEST renewable resource mod EVER!!! Thus I'm heartbroken to hear that you won't be updating it (stupid Minecraft changing things and breaking mods, why do they do that?!?). Do you have a Planttech 2 or some new renewable resource mod to replace it?!? If you don't want to update it, could I have the source code and see if I can't find some hack to make Planttech work with 1.12? Again, thank you for creating such an awesome mod!



    Sincerely,

    7OO Tnega Terces

    Posted in: Minecraft Mods
  • 0

    posted a message on Baubles 1.4.6 / 1.5.2 (Updated 2018/1/10)

    I was running Baubles-1.9.4-1.2.1.0 on my 1.10.2 game, but then I saw that there was an update. However, all of the Baubles-1.10.2-1.3.BETA3-7 updates create the same missing class error: http://paste.ee/p/nR9b6. Switching back to the original fixed the problem, so I hope you fix whatever this is so I can update to Baubles 1.3 (oh, and I'm using - among a LOT of other mods - both Baubles Stuff and Baubles HUD).

    Posted in: Minecraft Mods
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    posted a message on Exchange Orb

    You forgot to mention here and on curseforge that this mod is dependent upon mdecore to function. A link to it would be greatly appreciated as well!

    Posted in: Minecraft Mods
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    posted a message on Progressive Automation - Upgradeable Machines
    Quote from Dragnier»

    There are work-arounds for this if you are using certain other mods. For example, if you use Ender IO you can set the power input or fuel input for the machine to be only active with redstone and then have that turn off when your storage gets full.

    Though, I agree it would be nice to have the machines directly respond to redstone signals if they do not. Perhaps they do in higher versions?


    I just checked that mod out, but unfortunately Ender IO doesn't have a 1.9 version, just 1.9.4... Besides, I already have a TON of mods installed, I'd really like to not have to install another...



    Oh, and Vanhal needs to update his tags on this thread, since he doesn't have any letting people know about his 1.9+ versions...

    Posted in: Minecraft Mods
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    posted a message on Progressive Automation - Upgradeable Machines

    I'm running 1.9, and I'm really liking this mod! There's just one small issue. None of your automated machines have an off switch. Because, after all, I can only use, or more importantly, store, so many lob blocks at a time, so it would be totally awesome if there was some easy, possibly automatable (perish the thought), method to turn off a machine. Just the ability to turn them on and off by supplying a redstone signal would be amazing. It would be REALLY nice if you added an option for a second mode where a redstone pulse toggles the machine between three states: On, Finish the current buffer (harvest all plants/trees, kill all mobs, ect.) and immediate shutdown.

    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)

    Treecapitator for Minecraft 1.9 FTW!!! I know I'm not the only one who REALLY wants to play with this mod!

    Posted in: Minecraft Mods
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    posted a message on Meddle - Minecraft TweakClass Mod Loader + 1.9/1.10/1.11 snapshot mods

    I've placed the meddle file in the appropriate patches folder for MultiMC, but the meddle folder isn't appearing! What am I doing wrong?!?

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from WhichOnesPink»

    ANNOUNCEMENTS


    In an effort to increase the realism of RTG worlds even more and to resolve a number of outstanding issues, we will be making fundamental changes to the terrain, biome, river, and lake generation systems over the next few releases.


    Whilst the overall look & feel of RTG worlds will remain the same, existing RTG worlds will not be compatible with newer versions of RTG. (Technically, you will still be able to load existing worlds with the upcoming versions, but they will be guaranteed to have very weird, abrupt chunk borders and may result in crashes when travelling to new chunks, especially if you are using RTG in conjunction with other world gen mods.)


    Also, Team RTG will soon be releasing two new mods which will replace existing RTG functionality:


    The first mod, Lonely Biome, will allow you to generate single-biome worlds and was created so that we could remove the "Generate only this biome ID" config option, which falls slightly outside of RTG's scope.


    The second mod, Realistic Structure Generation, will allow you to customize village materials on a per-biome basis and will replace the village config system in the 1.8.9 version of RTG and also allow you to customise village materials in the 1.7.10 version of RTG.


    ** Please note that these new mods aren't technically RTG 'addons' as they will work just fine in non-RTG worlds as well. **


    Thanks,

    Team RTG

    .


    So just how does one go about downloading and installing either of these mods? I use MultiMC, by the way...
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Sprinting (950,000+ DL's) - Use links on top for up-to-date downloads

    Never Mind, I fixed it!

    Posted in: Minecraft Mods
  • 0

    posted a message on CRAFTING KEYS - Simple better Crafting! - Minecraft Forge Mod by skate702

    This mod sounds interesting, but I can't get it to work! I tried first all by itself with the latest version of forge (1887), then with the forge version listed in the file name (1837), but in both cases the game crashes before finishing loading. I'm using MultiMC, and even with a fresh instance and the listed forge version, the game crashes before loading. I'm attaching a copy of my crash log. What am I doing wrong, why won't it work?!?


    Oh, and I'd like to make one small suggestion, you should add an optional toggleable ghost label overlay to help the player remember which key goes with which slot...


    ---- Minecraft Crash Report ----
    // But it works on my machine.
    
    Time: 5/18/16 7:40 PM
    Description: Unexpected error
    
    java.lang.NoSuchFieldError: currentScreen
    	at de.skate702.craftingkeys.CraftingKeys.onTick(CraftingKeys.java:146)
    	at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_8_CraftingKeys_onTick_ClientTickEvent.invoke(.dynamic)
    	at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:49)
    	at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
    	at net.minecraftforge.fml.common.FMLCommonHandler.onPreClientTick(FMLCommonHandler.java:331)
    	at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1644)
    	at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1051)
    	at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:366)
    	at net.minecraft.client.main.Main.main(SourceFile:124)
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    	at java.lang.reflect.Method.invoke(Method.java:498)
    	at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    	at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    	at java.lang.reflect.Method.invoke(Method.java:498)
    	at org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:310)
    	at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:395)
    	at org.multimc.EntryPoint.listen(EntryPoint.java:170)
    	at org.multimc.EntryPoint.main(EntryPoint.java:54)
    
    
    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------
    
    -- System Details --
    Details:
    	Minecraft Version: 1.9
    	Operating System: Mac OS X (x86_64) version 10.11.4
    	Java Version: 1.8.0_91, Oracle Corporation
    	Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    	Memory: 387157560 bytes (369 MB) / 779616256 bytes (743 MB) up to 954728448 bytes (910 MB)
    	JVM Flags: 2 total; -Xms512m -Xmx1024m
    	IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    	FML: MCP 9.23 Powered by Forge 12.16.1.1887 4 mods loaded, 4 mods active
    	States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    	UCHIJA	mcp{9.19} [Minecraft Coder Pack] (minecraft.jar) 
    	UCHIJA	FML{8.0.99.99} [Forge Mod Loader] (forge-1.9-12.16.1.1887-universal.jar) 
    	UCHIJA	Forge{12.16.1.1887} [Minecraft Forge] (forge-1.9-12.16.1.1887-universal.jar) 
    	UCHIJA	craftingkeys{1.0.1} [Crafting Keys] (CraftingKeys_Minecraft1900_Version1001_Forge12.16.0.1837.jar) 
    	Loaded coremods (and transformers): 
    	Launched Version: MultiMC5
    	LWJGL: 2.9.1
    	OpenGL: Intel Iris Pro OpenGL Engine GL version 2.1 INTEL-10.14.58, Intel Inc.
    	GL Caps: Using GL 1.3 multitexturing.
    Using GL 1.3 texture combiners.
    Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
    Shaders are available because OpenGL 2.1 is supported.
    VBOs are available because OpenGL 1.5 is supported.
    
    	Using VBOs: No
    	Is Modded: Definitely; Client brand changed to 'fml,forge'
    	Type: Client (map_client.txt)
    	Resource Packs: 
    	Current Language: English (US)
    	Profiler Position: N/A (disabled)
    	CPU: 8x Intel(R) Core(TM) i7-4770HQ CPU @ 2.20GHz
    Posted in: Minecraft Mods
  • 0

    posted a message on MineMenu - v1.2.0 - Radial menu, 'nuff said

    Loving your radial menu, I'm using to keybind all my various mod menus! Just one question, could you add support for MULTIPLE radial menus? What about nested menus?

    Posted in: Minecraft Mods
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    posted a message on [1.6.4][v0.7.0] Minor Alchemy [Forge 9.11.1][Simple Transmutation]
    I really want to use this mod, but there seems to be some conflict with ChickenBones' Wireless Redstone Mod. The problem seems to arise when this mod tries to do its CV calculation on CB's stuff. What can I do to fix this?!? Can you fix this?
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]Colored Blocks Mod (288 new blocks!)
    Could you please get a 1.6.4 compatible version up? I REALLY want to use this mod!
    Posted in: Minecraft Mods
  • 0

    posted a message on MultiMC 5 [Windows / Linux / Mac]
    How do I get connected textures (http://www.minecraftforum.net/topic/1618924-16x-162-connected-textures-finally-updated/) to work with MultiMC?
    Posted in: Minecraft Tools
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