• 0

    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    Somehow, the oreDictify option seems to crash minecraft now. I suspect some mod is interferring with it, don't know which: https://gist.github....9a35659c1c899ff
    (Yes, i know i have GregTech installed, but it still crashes without GT, with the same stacktrace.)

    EDIT: MFR caused the crash, updated it. Now works fine ;)
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Quote from Cooolaid


    I am having a little problem with your mod.

    When I travel through the 'DD' and then return back, the door seems to get distroyed behind me.

    In the over world I find 'DD' in Forest, when I go through it to explore it,
    then after I am done, I start to return back home.
    When I get to the Over World the 'DD' behind me seems to get destroyed and all I see is a rift.

    Why does the door get destroyed.?
    This seems to happen all the time no matter what door I come back from.

    Hope it gets fixed :)

    I'm pretty sure that the 'bug' is a feature :P
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    When creating/loading a world with this mod, Minecraft starts spitting out

    Exception: java.lang.OutOfMemoryError thrown from the UncaughtExceptionHandler in thread "Server thread"

    with no stacktraces.
    And sometimes, it starts yelling about not enough PermGen space, which makes other mods crash

    Caused by: java.lang.OutOfMemoryError: PermGen space
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClass(Unknown Source)
    at java.security.SecureClassLoader.defineClass(Unknown Source)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:227)
    ... 14 more

    Raising the PermGen memory from the command line does not help at all, so i suspect there's a memory leak in your code somewhere.
    By the way, the mod worked perfectly before the 1.4.0 update :steve_tearful:
    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP] [MFR] RedNet Expansion (Programmable Block!)
    RedNet Expansion
    You might ask, "What is this?". Basically, this is an expansion pack to MineFactory Reloaded's (An awesome mod made by power crystals) excellent RedNet system. You can call this a continuation of my older CPU mod (which haven't been updated since the early alpha versions of Minecraft). And yeah, I think you know what I'm working on... It's a programmable block that runs Ruby code! The reason why i selected Ruby is because Lua (Which is the language ComputerCraft uses) is already used by ComputerCraft, and I find Ruby way better than Lua.

    This mod will be released under the MIT license, which basically means: Do whatever you want, BUT you have to include the license, and the license must be unmodified.

    Source Code Repository
    If the git repository is empty, then I haven't started commiting yet, so don't worry. I'm still working on the mod :)

    Note: Theres no screenshots yet, since I've started the development today (15th June 2013)


    Variable Glowstone Dust

    Description: Glowstone Dust combined with Redstone
    Crafting Recipe:
    X Y

    X = Glowstone Dust
    Y = Redstone Dust

    Recipe is shapeless

    Screenshot: None yet
    RedNet Processor Debugger

    Description: Right clicking a RedNet Processor with this item lets you show the errors your code produces.
    Crafting Recipe:
    Z Y Z
    Z Z Z

    X = Variable Glowstone Dust
    Y = Gold Ingot
    Z = Iron Ingot

    Screenshot: None yet


    Variable Redstone Lamp:

    Description: Looks identical to vanilla redstone lamps, but changes the light level depends on the redstone strength level received.
    Crafting Recipe:
    X X
    X X

    X = Variable Glowstone Dust

    Screenshot: None yet
    RedNet Processor:

    Description: This is the most important block in this mod. This block lets you run Ruby code that interacts with your RedNet wiring system.
    Crafting Recipe:
    X Y X
    Y Z Y
    X Y X

    X = Iron Ingot
    Y = Gold Ingot
    Z = Programmable RedNet Controller

    Screenshot: None yet
    RedNet Screen:

    Description: This lets you show the output of the RedNet Processor block
    Crafting Recipe:
    X X X
    X Y X
    X Z X

    X = Iron Ingot
    Y = Variable Redstone Lamp
    Z = Programmable RedNet Controller Housing

    Screenshot: None yet
    Posted in: WIP Mods
  • 1

    posted a message on compatability issues... why...
    Quote from seferzz

    If you are those "tl;dr" types of people, first off your annoying as all hell go die in a fire, and second, just for you, heres a short version of what this says.

    1. we have many good mods, but their owners suck and are too stupid to spend 2 minutes to add their mods to programs such as forge and others that would make them compatible with all other forge mods, and make it easier for us players to make them compatible our selves (thanks to things such as CONFIG files.)

    2. Mojang is very much a big blame for this, instead of making modding easier, more compatible, and simplistic, they still force us to use programs such as modloader to load our mods, and force us to delete META-INF from their game in order to play said mods. Mojang could easily fix this if they updated minecraft to make modding better, but for some reason they rather add large ugly jungle biomes, and update every week to break our mods.

    3. Minecraft is nothing without mods. Lets face it, thats the reason why we like the game so much, mods. Vanilla is fun for about 2 seconds, maybe a day of playing and you can say "hey, nifty" but thats it. Modding is what makes the game, its the butter for the bread, the alcohol for the wine, the meatballs to the sandwich. But many major mod creators, and mojang, refuse to actually HELP us out. We have compatibility issues up the wazoo, and they just don't seem to care. mod creators could spend a couple extra minutes to make their mods compatible by adding their mod to such collectives as API Forge, but refuse to do so, why? Idk I think their just too stupid to do so, at any rate, I for one am tired of my game always breaking, when someone with the intelligence could have prevented this, but are too lazy to do so. Mojang, could have easily fixed these problems, but to this day modding feels like bashing a rock on another rock to make sparks. Its primitive, and for something that makes their game 10x better, I am shocked that they haven't focused more on making mods easier, and addressing compatibility issues caused by their poor modding system.
    The following below is a longer rant depicting the above. It is highly emotional as I have just spent another whole freaking day modding my game, only to have it break, and being forced to completely wipe my game of all mods, progress, saves, etc... Because some jerk didn't want to take the time to make his mod compatible. And because of mojang... You know why, I already listed it above. You anger me... Very much so.

    This game should be fun. The ultimate sandbox with ultimate modding capabilities... Or atleast that is what I was told, and believed, for some time atleast.

    I see all these great mods, that can turn minecraft into a good game, a fun entertaining and huge game that its supposed to be... And then I spend days bashing my head into any solid object near me, screaming at the top of my lungs, and wishing god would just shoot me in the head to end my suffering that I have endured from minecraft mods.

    I see all these people, making mods to help solve compatibility issues, urging all the mod makers to join the band wagon and add a few lines of code to their mod that would essentially enable universal compatibility with all the other mods that have already joined up... I even seen some of them post saying "hey, give me permission and i,ll code it for you so you don't have to do any work to make your mod use our api thing that will make your mod compatible with everyone else." ... and yet... They don't. Do you feel special? That god himself kissed your mod, baptized it in holy water and wrote commandments stating that you are allowed to be ignorant and not give a damn about compatibility with other mods? That your mod is so special you can't even be bothered to send it to someone willing to do the work for you? Lets face it, you could care less if the players enjoy it, you just want those dollars from fools clicking your link, only to realize they can't even use your mod, they have to give up all the other mods just to play yours... So their left with nothing but wasted time, and you gain another cent off their idiotic click.

    And what of you mojang? You constantly give us more updates, but to what end? Great, in exchange more breaking all the mods I had, now the majority of my world is ugly jungle. Thanks I guess? Lets face it, mods -ARE- minecraft, so instead of another pointless update that ruins everything for us, how about a little help in the modding department? You could make our lives so much easier by properly supporting mods like you should have been all this time. But still to this day we have to use modloader, a program created by a player to load up mods, and we still have to dig into your stupid files and delete META-INF, to get our mods to work.. You could improve minecraft 10x as much if you just made modding easier to do. Give us something that FORCES compatibility. Something more simplistic and less complicated than a bunch of stupid files with encrypted names. Gee, what could be breaking my game now? is it aaa, aac, aab, rtf, eht, BLAH BLAH BLAH. Do you know why there are so many mods for this game? Because its boring without them! And yet to this day you, mojang, still force us to delete meta-inf, to use modloader and other crap like that to do something that -YOU- should have done in the first place. I have to spend an entire freaking day playing "install the mods and pray to god complications don't occur" but they do, they always do, because you didn't build a proper modding system for this game which is SOOOOO heavily dependent upon modding. So then I get to spend about 4 hours per complication, but thats only if a mod has complications with only 1 other mod. So pretty much multiply 4 hours by however many mods said mod is having complications with. And then I get to spend my lovely lovely time trying to find a fix for it. Is it a block id complication? Is it a file complication? Is it a entity id complication? Because god forbid we have a proper error log that just points to whats wrong, NOOOO we have to have an error log that looks like fing programming applications, because clearly I didn't flunk C, C+, java, pascal, and all other languages because their editors SUCK, or that some of the teachers had accents so heavy it sounded like they were assaulting the American language....

    This isn't a game anymore... its a nightmare, a mass of code that if a programming teacher saw, they would ask you to just throw it away and start fresh. We have so many good mods out there... But why in the hell are their owners ignorant idiots who don't want to spend an extra 2 minutes to MAKE THEIR MODS COMPATIBLE!?!?.... end rant.

    1. It's not that simple to make a mod compatible, but depends on what mod.
    2. The thing which breaks the mod is called "Obfuscation". it's used to make cracking the game harder.
    3. Forge api isnt THAT documented and it doesnt take 2 minutes to update to it. Remember, is a BIG API with a ton of features, so it might atleast take from 1 week to 1 month to learn the API.

    Also about mc breaking mods, just wait till the mod updates ;)
    Posted in: Mods Discussion
  • 0

    posted a message on Better Than Wolves Total Conversion!
    Quote from LOLmodder21

    Thanks, I already have gimp as an option so I guess I'll use that. I am new to modding so what should I learn to start up?

    You need to learn Java. If you have no programming experience, i suggest making other apps before modding mc :P
    Posted in: Minecraft Mods
  • 0

    posted a message on New Snapshot to Come Early - Teaser Info Released
    Great! I just hope that the new building height wont decrease the FPS :P
    Posted in: Minecraft News
  • 0

    posted a message on [1.1.0][NEI]Steve's Carts NEI Plugin
    Quote from thesuperssss

    can't open my inventory black screen
    plz help

    Please post an error log here, or i cant help :/
    Also make sure that you got Lastest NEI version and Steve's Carts installed.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.1.0][NEI]Steve's Carts NEI Plugin
    Quote from ThePhail

    Awesome bio!

    :biggrin.gif: Thanks!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.1.0][NEI]Steve's Carts NEI Plugin
    Quote from bik1230

    bikHaveStevesCarts = false
    if bikHaveStevesCarts == false or bikHaveStevesCarts == true then
        postOnThread("Cool Mod bro!")

    Cool mod bro!

    Thanks :smile.gif:
    Posted in: Minecraft Mods
  • 4

    posted a message on [1.1.0][NEI]Steve's Carts NEI Plugin
    This is a mod i worked on when i saw that Steve's carts didnt show all of the carts and the crafting components into NEI. I was a bit annoyed, so i made this:

    Now you can see all the steve's carts items (in the red circle thingy)
    Download(Requires NEI(NotEnoughItems) + Steves Carts 1.1.0): http://dl.dropbox.com/u/20476667/NEIStevesCarts.zip

    How to install: add the zip into the Mods folder.

    I hope you like this NEI addon, because it took me a lot of time to figure out how the NEI API works :smile.gif:

    You get an error like this:
    Minecraft has crashed! 
    Minecraft has stopped running because it encountered a problem.
    If you wish to report this, please copy this entire text and email it to [email protected]
    Please include a description of what you did when the error occured.
    --- BEGIN ERROR REPORT 5970bf40 --------
    Generated 2/13/12 5:09 PM
    Minecraft: Minecraft 1.1
    OS: Windows XP (x86) version 5.1
    Java: 1.7.0_01, Oracle Corporation
    VM: Java HotSpotâ„¢ Client VM (mixed mode, sharing), Oracle Corporation
    LWJGL: 2.8.3
    OpenGL: GeForce 9500 GT/PCI/SSE2 version 3.3.0, NVIDIA Corporation
    java.lang.NoSuchMethodError: codechicken.nei.ItemInfo.setItemDamageVariants(ILjava/util/List;)V
    at codechicken.nei.plugins.stevescarts.NEIStevesCartsConfig.loadDamageRanges(NEIStevesCartsConfig.java:70)
    at codechicken.nei.plugins.stevescarts.NEIStevesCartsConfig.loadConfig(NEIStevesCartsConfig.java:41)
    at codechicken.nei.NEIConfig.loadConfig(NEIConfig.java:396)
    at codechicken.nei.NEIUtils.loadItems(NEIUtils.java:74)
    at codechicken.nei.NEIController.<init>(NEIController.java:21)
    at ft.tmiConstructor(GuiContainer.java:52)
    at ft.<init>(GuiContainer.java:46)
    at agi.<init>(SourceFile:20)
    at net.minecraft.client.Minecraft.k(SourceFile:1522)
    at net.minecraft.client.Minecraft.x(SourceFile:709)
    at net.minecraft.client.Minecraft.run(SourceFile:662)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 6c41c766 ----------

    Lets take a look at it:


    Seems like it cant find the method setItemDamageVariants in the class codechicken.nei.ItemInfo.
    Make sure you have installed NotEnoughItems AND CodeChickenCore (or was it ChickenCodeCore)-
    Also make sure that you have run Steve's Carts BEFORE installing this mod, so you have generated the property file it reads.

    If that doesnt fix it, then i dont know any fix on this.

    MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
    MOJANG - Mojang AB
    OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
    USER - End user of the mod, person installing the mod.


    2. USE
    Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.

    This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.

    This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
    Posted in: Minecraft Mods
  • 0

    posted a message on Railcraft
    Forge updated (1.3.1) but i think this mod needs to be a bit fixed too:
            at fj.b(fj.java:105)
            at ms.d(Entity.java:991)
            at ms.c(Entity.java:964)
            at nm.a(SourceFile:125)
            at act.a(SourceFile:84)
            at jx.b(jx.java:112)
            at jx.a(jx.java:143)
            at vq.a(World.java:357)
            at vq.a(World.java:2135)
            at net.minecraft.client.Minecraft.a(SourceFile:1788)
            at net.minecraft.client.Minecraft.a(SourceFile:1772)
            at net.minecraft.client.Minecraft.a(SourceFile:1768)
            at net.minecraft.client.Minecraft.e(SourceFile:820)
            at net.minecraft.client.Minecraft.run(SourceFile:675)
            at java.lang.Thread.run(Unknown Source)
            at su.a(RenderItem.java:37)
            at su.a(RenderItem.java:401)
            at afq.a(afq.java:156)
            at afq.a(afq.java:149)
            at l.a(RenderGlobal.java:391)
            at kz.a(EntityRenderer.java:1214)
            at kz.b(EntityRenderer.java:915)
            at EntityRendererProxy.b(EntityRendererProxy.java:15)
            at net.minecraft.client.Minecraft.x(SourceFile:742)
            at net.minecraft.client.Minecraft.run(SourceFile:662)
            at java.lang.Thread.run(Unknown Source)

    That happens when you place any of the original Furnace and Chest cart.
    The mod carts doesnt make that error :/
    Posted in: Minecraft Mods
  • 0

    posted a message on Railcraft
    Quote from CovertJaguar

    Issue confirmed, cause unknown. Investigating. But its not Forge's fault since I wrote all the code involved (even the code in forge). I have located a reason as to why Chestcarts and Steamcarts are broken, since I was registering their items wrong. But I'm stumped as to why it also affects the other carts. There must be another bug somewhere.

    Unfortunately, Google translate has failed you. I can only guess at what you are trying to say.

    I assume you mean that the game crashes when you put coal coke in the Bore.

    You need to re-install Forge.

    After talking to LexManos, he released a patched forge svn rev sourceforge, but the batch file isnt working good, So i need to wait till the offical 1.3.x update or ask LexManos for giving me the fixed EntiyMinecart.class :tongue.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on Railcraft
    Looks like Forge doesnt like minecarts (all minecarts drops as the normal empty one, including this mod's carts)
    I miss MCL :sad.gif:
    Also does anyone have that issue?
    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft Slowing Down?
    I run Minecraft on an Intel Express Chipset 4.
    It sucks, but still, I get 10 - 20 fps ;D

    So you need to use a better graphics card.
    Posted in: Computer Science and Technology
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