• 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from sp614x

    If you are running on Linux, set Chunk Loading to Default or Smooth.

    It's Windows 7, and I do have it set to Smooth. I'll try Default.

    Edit: Same problem on Default.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from sp614x

    Screenshot, error log?


    No errors that I've seen. Everything runs normal but the models are just jacked.
    http://imgur.com/SxBT23h,6fykX1s
    Posted in: Minecraft Mods
  • 3

    posted a message on (Xeno's) Reliquary v1.0.6d
    I dunno why people think Xeno is back - He hasn't been on the forum in over a month.

    For now, it's safe to assume dead mod is dead. So please stop necro-ing it. Xeno will post if and when he ever does return.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    I've noticed an odd bug / conflict between the latest OptiFine and the developer versions of Metallurgy 3 (https://github.com/RebelKeithy/Metallurgy3).

    If I place any custom block from Metallurgy (That's mints, lanterns, chests, basically anything place-able that's not a block) into the game, I start getting weird defects in the models of random mobs - And the player model for that matter.

    Every part of the model just kind of flattens out.

    I have no idea if it's something you can fix, but RebelKeith suggested I post it here.
    Posted in: Minecraft Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from RebelKeith

    If you don't mind, see if it still happens without optifine. We have a history of optifine causing problems. If it turns out to be that, post on the optifine thread to see if they'll fix it.

    Ok, it seems like the wigged out models is an Optifine issue - However, I still have the problem with particle colors when I have Atum installed. It also causes the leaf particles from Coros' weather mod to appear really dark.
    Posted in: Minecraft Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from RebelKeith

    Do you have optifine installed?


    Who doesn't?
    I'm kind of hoping it'll just work itself out eventually with Optifine and Forge updates.
    Posted in: Minecraft Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Huh! I finally took the time to go through my mods one by one to see what was causing rendering issues with Metallurgy (White particles, wigged-out mob models, etc) and lo and behold, the culprit was none other than Atum!

    I've since uninstalled Atum and my particles are back to normal, however I still get wigged out models. It happens any time I place any kind of non-block block from the mod. Things like the chests, crushers, the mint, etc. All the mobs' body parts just kind of flatten out.

    Oh well, one less bug anyway.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Arkenor

    Which would be fine, except that most mods don't provide entity ID configurations, and NEI doesn't do an entity ID dump, so I'm not too sure where to find a gap to move the golem or the meteor to. Can someone suggest a way to get a list of all my entity IDs?


    I've looked - There is none. It's just something you've got to notice and hope you get lucky setting. It's the same thing with biome and dimension IDs.

    I've noticed the newest forge releases have been auto-reassigning some item/block IDs when there's a conflict, though. Hopefully it's the same with the others.
    Posted in: Minecraft Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from jetnox

    I was wondering how to get nether ores to work via the mystcraft add-on. I ask because from a mystcraft age you can't go to the nether. Even when I make the world all netherrack and enable the ores still no luck. Is this a bug or am I just doing something wrong?

    Thanks

    There's a "Dimensions" config option under NetherMetals. Make sure it's set to something like S:Diminsions=-1 2-10000
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.0.5i (Outdated)
    Same error as many others - I take it this error is because a bunch of other mods I'm currently using in 1.5.1 include the previous Thaumcraft API?

    2013-04-21 09:11:16 [SEVERE] [ForgeModLoader] Caught exception from Thaumcraft
    java.lang.NullPointerException
    at thaumcraft.api.ObjectTags.<init>(ObjectTags.java:21)
    at thaumcraft.common.Config.initTags(Config.java:1698)
    at thaumcraft.common.Thaumcraft.postInit(Thaumcraft.java:137)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
    at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:695)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
    at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:729)
    at java.lang.Thread.run(Unknown Source)
    Posted in: Minecraft Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from GamerDj97

    Metallurgy Nether Metals 2.4.0.1 is not compatible with industrialcraft-2_1.115.208-lf.

    Metallurgy removes all IC2 cables and the crafting recipe for insulated copper cable make Adluorite (I think it was Adluorite) instead.

    And you should stick with Metallurgy, its an awesome name!

    That sounds like an ID conflict. Check your logs and configs.
    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from ted80

    the next update will add bwg4 support!

    Awesome! Can't wait. I've had BWG4 and BOP installed alongside each other in anticipation for this moment.
    Posted in: Minecraft Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Woot! RebelKeith is squashing bugs on github today! So hopefully there should be another pre-release coming down the pipe soon.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.1/1.5.2] "Simply Horses!" Mod - Alpha 0.6.2 (Bugfixes and Textures!)
    Quote from TearlessRain

    Well, I'm feeling kind of let down by the 1.6 horse preview... Don't ever stop making this mod, Avi. These are the horses Gotham deserves.

    And honestly they look a lot less out of place with the other vanilla animal models than the 1.6 ones.


    Yeah, the 1.6 horses from Mo Creatures just don't seem very vanilla - Though they may change the textures before release to help with that.
    Still, I much prefer the models for these horses. They're much more simplistic and cute - Very Minecraft.

    Hopefully the other additions from 1.6 can be incorporated into this mod, like the leads and hay and such. But definitely, keep the models, textures, and mechanics for your own horses - Overwrite 1.6's if possible, I beseech you.
    Posted in: WIP Mods
  • 0

    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Hey, what I was saying about weather affecting fire earlier - How about fire tornadoes? They're actually quite common in huge forest fires. The air convection caused by the heat of the flames can form swirling vortices of ember. That'd look pretty apocalyptic cool in a big forest fire.
    Posted in: Minecraft Mods
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