• 0

    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)
    In the latest version my vanilla doors don't appear to be lighting correctly. It's like only the time of day affects how much they light. If it's midnight I can put tons of torches around a door and it'll look dark and washed out, like there's no light.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Crash on startup. Latest version.


    cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: WayofTime/alchemicalWizardry/common/items/BoundArmour
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:692)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    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 net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.NoClassDefFoundError: WayofTime/alchemicalWizardry/common/items/BoundArmour
    at mariculture.plugins.PluginBloodMagic.init(PluginBloodMagic.java:88)
    at mariculture.plugins.Plugins$Plugin.load(Plugins.java:34)
    at mariculture.plugins.Plugins.init(Plugins.java:105)
    at mariculture.Mariculture.init(Mariculture.java:58)
    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:513)
    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.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
    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.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
    ... 10 more
    Caused by: java.lang.ClassNotFoundException: WayofTime.alchemicalWizardry.common.items.BoundArmour
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 40 more
    Caused by: java.lang.NullPointerException

    Posted in: Minecraft Mods
  • 0

    posted a message on [Freeuse, No permission needed] FpsPlus 1.5.2-1.7.10+Source
    Quote from thewildcard217»

    Compatible with FastCraft for super frames or nah?

    Yes they work together. No, they do not do the same thing. FastCraft affects the server (Both in SSP and SMP) and helps with lag caused by world generation and loading. This mod affects the client and helps with lag related to rendering.
    Posted in: Minecraft Mods
  • 3

    posted a message on Custom NPCs
    For those who're interested, Ivorius' Recurrent Complex mod has the ability to randomly generate user-created structures in the world and it works with CustomNPCs... If you do the following:

    1) Disable unique entity IDs in CustomNPCs

    2) Create your NPC, copy it to the cloner (Server and client just to be safe), then place a clone of your NPC in the structure you're exporting.

    Viola! Your own randomly generated stores and inns and what-have-you, complete with quest-giving proprietors.

    PS: Make sure you disable the 'Return to Spawn' option on your NPC or every one that generates will try to run to the coordinates you'd created the original NPC at... Which I found highly amusing.
    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Is this mod dead or just hibernating until a stable Forge for 1.8 is released? Because I'd really really really like ATG support back for 1.7.10.
    Posted in: Minecraft Mods
  • 0

    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    alright, so i did some testing:
    using Realistic World Generation version 1.3 and Climate Control 0.4 Beta 17, both most recent versions

    for lag testings sake, i took out all my other mods except OptiFine_1.7.10_HD_B4 and Fastcraft 1.12
    and i got pretty decent FPS, up to 100 sometimes, which is great, but when i loaded new chunks there would be huge moments when my game stagger/froze, which is why i say only decent
    i am completely unsure if Climate Control was doing anything, as it looked pretty similar to my other RWG worlds created without CC, and i have yet to see an ocean, with or without CC in RWG.

    now, i believe that the more mods i add, i have about 65, the lag will obviously increase drastically

    Do you have fastcraft installed? It fixed those generation lag spikes for me. I got them even in vanilla RWG.
    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from Keybounce»
    There's one or two significant 164 mods not yet up to 1710.



    Dimensional Doors is the first to come to mind.

    Dim door modder said he's likely skipping 1.7.10 in favor of 1.8, since 1.8 was such a significant change. Of course then the mystcraft modder will say he's going to skip 1.8 and wait until 1.9... Just give it up. You'll likely never have all the mods you want together. Such is the nature of Minecraft and it's hobbiest modders... Who're all busy making their own games for Steam Greenlight at the moment.

    Edit: Oh actually, Azanor has said he's not updating for 1.8. So yeah, you'll eventually have dim doors but no Thaumcraft.
    Posted in: Minecraft Mods
  • 0

    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    ... As far as I know this is a world generator replacement mod. It replaces your default world's (Or BoP world's) generator. It cannot work 'with' any other generator, including RWG or ATG.
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from KillerMapper»
    This gen is awesome. Even if I got too much snow spawns :P

    Can't wait for Thaumcraft support and better rivers which aren't just long lakes with no continuity!

    There are rivers in the current version. Unfortunately they currently don't have their own biome classification, so mods which spawn things in river biomes specifically won't work with them. Personally, I'm holding off until there are oceans. I have too many mods which rely on there being an ocean.
    Posted in: Minecraft Mods
  • 1

    posted a message on Forge 1.8.1 Downloads Are All A Lie?

    Not one mod that I throw in the mods folder registers. Granted, they mostly are 1.7.10, but they all claim to be 1.8 compatible on their pages so... yeah.

    That's your problem right there. Only like 0.0001% of mods have updated for 1.8. And both Forge and compatible mods for 1.8 are still quite unstable and very much beta. Just use 1.7.10 for now any try again with the 1.8 in a few months. Welcome to Minecraft modding - It's always going to be n+1 steps behind vanilla MC, version-wise.
    Posted in: Mods Discussion
  • 0

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    I really want to use your Recurrent Complex mod, however it's constantly spamming my console with

    '[13:50:08] [Server thread/ERROR]: Detected an attempt by a mod null to perform game activity during mod construction. This is a serious programming error.'

    I only get this with Recurrent Complex installed, and it comes with horrible lag.
    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Any chance we could get ATG support back for the 1.7.10 version? It's currently borked. I realize it's probably on TTFCUTS to get things copacetic between the mods again, but he's been absent for some time. I wouldn't ask if I didn't know how much you guys liked the results produced by the integration of these two mods back in 1.6.4. It really did make for some beautiful worlds.
    Posted in: Minecraft Mods
  • 0

    posted a message on LegendGear 2! (version 2.b.2.1, updated 3/9/2015)
    Just FYI, if I generate a new world which happens to have a starwell near spawn the game will freeze without error and won't complete terrain generation.
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Ok, couple of things I'd noted in my testing:

    1. I very often saw direct transitions between cold and hot biomes - Most notably, a desert and cold forest. For a mod touting realistic world generation, that's pretty jarring. I realize it's WIP, but may I suggest employing climactic banding similar to how ATG does it? So as you travel north to south it'd go hot -> hotter -> hottest -> hotter -> hot -> moderate -> cool -> cooler -> cold -> cooler -> cool -> etc.
    2. Biome specific village structures aren't having their biome restrictions enforced. I'm guessing you're currently just gathering all possible structures and throwing them into a RNG.
    3. Rivers? Are there any? I saw a few 'long skinny lakes' or chains of them more often than not, but even those were few and far between and never seemed to lead anywhere, which brings me to my next question.
    4. Ocean biomes? Are there any? There might be, but after a long time traveling I never saw any.
    5. I also never saw any surface ravines. Any chance we could get some of those tossed in?
    6. Caves - Seems like there are a lot fewer and much smaller cave systems than normal.
    7. Forestry bee hives aren't spawning
    8. Biomes seem to be all the same size or roughly so. I liked how ATG would often throw in mini-biomes. Like, say, a little patch of Sludge Pit in this giant Fen. Or a lake surrounded by a thin ring of deciduous forest in the middle of an otherwise barren plain. It helps keep things interesting.
    This mod is almost there... I can almost use it for my server, but it's still just a tiny bit too WIP-y. Good work, though. Keep it up.
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    You accidentally included BoP in your jar, so they're conflicting in my stack. Deleting the BoP folder from your jar fixes it.
    Posted in: Minecraft Mods
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