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    posted a message on BetterVanilla for 1.6.4, 1.7.2, and 1.7.10
    Here is an idea:

    Step-1: - Place cauldron on floor and put water in it.

    Step-2: - Put a fire source under the cauldron , such as placing lava in the hole under the cauldron.

    Step-3: - Drop a chicken egg in the cauldron that has boiling water progressing.

    Step-4: - Wait 5 minutes

    Step-5: - Take out boiled egg by right clicking on the cauldron to take out boiled egg.

    Step-6: - Eat boiled egg to get 3 hunger bars filled.



    :)
    Posted in: Minecraft Mods
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    posted a message on usefulDNS v2.2.8 2/26/15
    would like to see this again, for 1.7.10

    thx
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from PengoPenguin

    dude! i got news for u i just spent about 5 hours trying to fix that thermal expansion thing. What you do is you go into the jar files of all mods using the CoFH api (not including CoFHlib and CoFH core) and delete the CoFH folder in each mod

    oh and a side note next time chech there twitter thats how i figured it out

    King Lemming also posted this info when I asked about it on his Github page.
    He was extremely nice about it :)
    He said, to do a lot of JAR surgery by taking out the API that refers to his CoFH core (cofh.energy.api).
    But to not touch the CoFH Core itself.
    He also mentions that a lot of mods are not properly updated for this.
    thats why we are having this issue now.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    @mDiyo

    I keep getting MC crashes when trying to install your mod. - But when I take out your mod, everything runs fine.

    Posted in: Minecraft Mods
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    posted a message on List of Mods for 1.8.9
    Quote from ntzrmtthihu777
    Hey, you should add an api of some sort so people can push updates to the list when they build!

    oooh hell ya, I definitely Plus this up. :)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Thank you so much for replying. This info is extremely helpful. :) I will patiently wait for a 1.7.10 version, as I love playing this mod in all my worlds.:)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    hi guys,

    does the v1.7.2 work on 1.7.10 of this mod ?

    just trying toget the proper info. - thank you.
    Posted in: Minecraft Mods
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    posted a message on List of Mods for 1.8.9
    @ZeroLevels

    You have forestry in this list for v1.7.10 of MC

    but the website only shows a mod only for 1.6.4 and no versions for 1.7.10

    can you clear this up please.
    Posted in: Minecraft Mods
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    posted a message on Sphax PureBDcraft (14/09/2019) - All resolutions / 100% complete
    Quote from Sphax84

    PureBDcraft Updated!
    Now available for Minecraft Snapshot 14w06b!


    Lot of new things added in this update, like all new stones + Connected textures for Red Giant Mushroom Skin + Support for custom damaged Pickaxes and Swords...

    Read Changelog here: http://bdcraft.net/c...log-purebdcraft

    Download here: http://bdcraft.net/p...craft-minecraft

    Have fun. ;)

    Remember to post your feedback here: http://bdcraft.net/c...raft-t1809.html


    So basically posts #7270 and #7271 got completely ignored and no response to the posts huh ?
    seriously ?
    Posted in: Resource Packs
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    posted a message on Sphax PureBDcraft (14/09/2019) - All resolutions / 100% complete
    @Sphax84

    There is a problem with your texture pack.
    the following will explain the situation.

    On minecraft v1.6.4, Rotten Flesh exist in the game (item# 367), as we all know.
    when your texture pack is installed it changes the Rotten Flesh into Zombie Brain.

    Here is where the problems start to happen.
    When using "Tinker's Construct" along with your texture pack, one can not dry the rotten flesh on Tinker's Contruct Dry Racks.
    because for some odd reason, your texture pack is converting rotten flesh into zombie brain.
    how this is happening i have no clue.

    Please fix this problem, so I may use the features of the mods I install.
    thank you.
    Posted in: Resource Packs
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    posted a message on [1.6.4] Witches and More V164DEV12 by Chancebozey (A DEVELOPMENT BUILD - Updated 12/22/2013)
    Quote from Dirk_Jimbrose

    I have over 190 mods in my personal pack and can play this mod fine. It might take some time to make sure you don't have ID conflicts, but if you are a true fan of Forge mods, this is nothing new.


    thank you for the advice, but ive been playing modded minecraft since minecraft Alpha.
    I have 265 mods installed. So i know a thing or two about id conflicts.
    thanks again for the advice :)
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Witches and More V164DEV12 by Chancebozey (A DEVELOPMENT BUILD - Updated 12/22/2013)
    Quote from Chancebozey

    The OP explains that I am in the process of consolidating a great many block and item IDs. The reason it didn't happen as I made them is that when I was creating the two multi-biome dimensions I was not sure what attributes I may need to assign each block, changes I may need to make to each block or even if I would keep one or more blocks. After the terrain blocks are decided upon you then may have several decorative or utility blacks associated with it. Now that I am closer to knowing what I need I can start consolidating many of the blocks under groups of single block IDs. There is much more than just what I explained here. In short its a lot of work and there are still improvements that need to be made. :)


    As soon as you are done with consolidating the 'Block-IDs' to under 100,
    please PM me, so I can download the mod and use it..
    Until then I can not use your mod im sorry to say, because of the 635 block IDs amount.

    I used to play this mod all the time, and it used to be part of my 'must have mods' when i build a mod pack.
    but for now, i have to put it aside due to its large amount of block ids.

    But, as you mentioned that you are working on condencing the amount of block ids,
    I have high hopes to be able to use this mod again. 'hopefully' :)

    thank you.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] Universal Electricity - An Electricity System Modding API
    Quote from Algester

    stick with Mekanism 529... I hate to break it to you but did you try to remove gregtech? also get UE basic components and UE itself
    my Universal Electricity build is 2.2.1.183, and basic components 1.0.0.18


    Why would I remove gregtech if i am using it. ?
    Also if I stick with #529 im gonna keep getting crashes like the one I posted above.
    Hence the reason why I posted my crash reports.

    When I 'remove' Mekanizm everything works perfect with no problem.
    Crashes only happen when I install #529 of the Mekanizm mod.

    As far as the last part of your post, I will look into the #183 of UE and #18 of BC
    .
    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    @Mr_TJP

    I have run into a horrid graphics issue.
    Have a look at this.

    http://i.imgur.com/xRlkkA2.png

    and this

    http://i.imgur.com/ONXsq1W.png

    This happens with most of the lights, ......

    Currently using the latest ProjectRED build 4.1.0.13 with Forge #953

    :(
    Posted in: Minecraft Mods
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    posted a message on Gravestone mod
    Does not work if standing on Redwood of any kind from Natura mod.
    Also does not work if standing on any blocks from Underground Biomes Mod.

    I keep losing all my stuff when im on those blocks.
    Only the grave stone appears but no items.

    I can get my items back on regular minecraft blocks,
    but not on the blocks mentioned above.

    unless im doing something wrong here. :(
    Posted in: Minecraft Mods
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