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    posted a message on [1.6.2] Universal Electricity - An Electricity System Modding API
    Quote from Calclavia

    You are more than welcome to develop an add-on!

    UE is supposed to be installed in the jar... I have no idea why you would have problems with it. Any other mods installed?


    I couldn't find installation instructions, so I looked at the download and my mind resorted to "Standard Forge mod installation" which is to copy/paste the zip into the mods folder. Oh well.

    And besides most UE addons (Transformer, ICBM and Green energy), there's TFCraft B2pre39, NEI, a--

    Hold on, I might have installed NEI's Railcraft module without having Railcraft installed. I knew I was forgetting something... Uno momento senor, por favor.

    Edit: Apparently, ICBM and EUIIndustrySteam (And I can only assume Transformer) aren't compatible with 3.0, so I must ask: Which version of UE do I install for which version of all 4 major UE Addons? (My previous list + EUIIndustrySteam)

    Edit #2: Disregard that last edit, I didn't have the foresight to go look at the Forge forum and look at the "Random numbers" that clearly state which version(s) of this API are for which addon. I'm such a moron...
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] Universal Electricity - An Electricity System Modding API
    For people who are having issues with installing this mod, try installing it into the jar. Apparently using the mods folder (Despite this mod not editing base classes) does whacky things to Minecraft, such as the FML logs not even acknowledging the mod's existence, Debug.bat running the vanilla version of Minecraft despite the actual .jar file being modded, and other generally odd things.

    As for this mod itself, it looks awesome, and soon enough I'll try to develop an addon for it in my spare time.
    Posted in: Minecraft Mods
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    posted a message on [1.5]KeepMyStats
    I do say...

    I was going to make a MCP instance and try to make this myself, but I completely forgot to do so due to more pressing matters.

    Oh well. Great mod, now fix the "Statistics" page crashing every time you scroll down with content-adding mods installed and I'll be a happy camper.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] [Sparrow] MagiCats v1.2.4 (Kitty MageKnights!)
    Quote from RaustBlackDragon

    Right, I've decided to start working on this mod again, it's been too long since an update.

    Magic is going to be divided into four different schools, determined by the type of cat. There's gonna be tuxedo cats with black magic, ginger cats with white magic, siamese cats with utility magic, and ocelots with sword magic.

    Instead of using those incredibly expensive ender's eye marbles, you'll teach spells by letting MagiCats play around in libraries you create! Let them hang out in a library and they'll randomly learn magical spells. There's no limit to the number of spells your cat can learn, and the more they learn, the stronger their magic becomes.

    Any thoughts or requests for spells?


    First of all, good to know you're going to continue development on this mod. I kind of missed seeing it on the first page.

    Second, I have a request for two spells:

    A spell that will allow a cat to slowly repair tools and armor.

    A spell that summons a Familiar/Minion.

    And a second request, which is that I hope you don't use vanilla lightning; Compared to other games that have lightning (Magicka, and any cookie cutter RPG) Minecraft's lightning is surprisingly weak. Sure, in Minecraft 2.5 hearts is a lot compared to a Zombie's attack, but still.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5]Bastion
    I'll be sure to try this out. Does it currently have some prototype mobs, by any chance?

    And what does "Tree'd" do?
    Posted in: WIP Mods
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    posted a message on [1.4.7] InfiCraft - Updated 2013.2.17
    Quote from mDiyo

    Elusivehawk: You'll get some starting supplies. I'm still working on the ratios and such, but here's what it looks like so far.


    Come 1.3 I'll move the items to the bonus chest and make it mandatory for the defense mode.

    Elusivehawk Thesonicsword: What version of Forge are you running? The recent ones have their own version of ModLoader built in, and the two don't really get along. They're interchangable, but don't put them in the same room...


    #1. Good to know. Personally I never understood why Mojang made the Bonus Chest optional, but meh.

    #2. Fixed. :P
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] InfiCraft - Updated 2013.2.17
    Quote from mDiyo

    Elusivehawk: An iron barricade would look different, but there certainly will be one. The wood variants take 1-4 logs each to build; iron will be about the same. Granted that wood is going to be a lot easier to get than iron (I'm trying to keep the player on the more interesting surface), it should be considerably stronger.

    So, if this is going to be a sort of castle defender kind of mod, are we going to get some kind of starter house, or will we have to build one ourselves?


    My game development blog... hmm. I'm not sure what to do with it; since I'm modding minecraft, perhaps I should post some of the new processes I'm going through with it?

    I would if I were you, although it'll need a new title, and a Minecraft themed layout.


    Superflat worlds are BLAHHHHHH

    Well, it could be worse. It could be just bedrock, for instance.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] InfiCraft - Updated 2013.2.17
    Quote from mDiyo




    On-topic: Will we be getting an iron variant?

    Off-topic: What fate does your game development blog have in it's future?

    Back on topic (Sort of): Why didn't you use a Superflat world for your screenshot?
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] The Better Animations Collection
    I wish I had the bandwidth to download this. :(

    Oh well, bookmarked nonetheless.

    ...

    Question: Are you gonna do anything to Endermen?
    Posted in: Minecraft Mods
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    posted a message on Pixelmon 8.1.2 (12th Nov 2020)
    Quote from GodOf_War

    I believe the download link for version 1.3 called "Release1.3", so hopefully that helps!

    And thank you for the compliments, hopefully with what is planed (and somewhat implemented so far), We will be so much better.

    And thank you for the model (:


    Still though, defining the folder (And subsequently future ones, for the sake of uniformity) a bit more wouldn't hurt.

    Also, here is the DL for the Piplup model.
    Posted in: Minecraft Mods
  • 5

    posted a message on Pixelmon 8.1.2 (12th Nov 2020)
    *sniffs* Ah, the smell of a fresh board that doesn't reek of "Dirt to Diamonds" (Except for EE) or "Obsidian Tools".

    Now, a while back I said I was going to join the forum after quote "Doing a few IRL things".

    Well, I'm a bit distracted atm because of one of those things, so I won't be joining the forum just yet. Because of that, I'm gonna edit this post with a DL link to my Piplup model if anyone wants to work on it, as soon as I develop the work ethic to upload it. :P

    One more thing: Could you rename the file that's downloaded to something like "Pixelmon v1.3"? It's getting rather annoying having to remember which random zip file in my Downloads folder is for which version of this mod.

    One MORE thing: Good job on this mod so far.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from FloatingSock

    Hey guys. I have an ID conflict with IndustrialCraft2 and Thaumcraft. Basically, it's the same thing as the post a few posts up:

    I understand that I need to go into their config files and change the ID, but each time I do that, the game crashes.
    Mods loaded: 8
    ModLoader 1.2.5
    mod_MinecraftForge 3.1.3.105
    mod_CodeChickenCore 0.5.2
    mod_NotEnoughItems 1.2.2.3
    mod_Somnia v24 [1.2.5]
    mod_ReiMinimap v3.1 [1.2.5]
    mod_SmartMoving 9.1
    mod_IC2 v1.95

    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.




    --- BEGIN ERROR REPORT 912f59bc --------
    Generated 6/8/12 9:49 PM

    Minecraft: Minecraft 1.2.5
    OS: Windows 7 (x86) version 6.1
    Java: 1.7.0_03, Oracle Corporation
    VM: Java HotSpotâ„¢ Client VM (mixed mode), Oracle Corporation
    LWJGL: 2.4.2
    OpenGL: ATI Radeon HD 4600 Series version 3.3.10750 Compatibility Profile Context, ATI Technologies Inc.

    java.lang.ArrayIndexOutOfBoundsException: 4005
    at forge.Configuration.getOrCreateBlockIdProperty(Configuration.java:78)
    at thaumcraft.Config.getOrCreateBlockIdProperty(Config.java:393)
    at thaumcraft.Config.initialize(Config.java:257)
    at mod_ThaumCraft.<init>(mod_ThaumCraft.java:77)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
    at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
    at java.lang.reflect.Constructor.newInstance(Unknown Source)
    at java.lang.Class.newInstance0(Unknown Source)
    at java.lang.Class.newInstance(Unknown Source)
    at ModLoader.addMod(ModLoader.java:294)
    at ModLoader.readFromModFolder(ModLoader.java:1276)
    at ModLoader.init(ModLoader.java:887)
    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 we.<clinit>(we.java:1155)
    at ahu.<init>(RenderManager.java:58)
    at ahu.<clinit>(RenderManager.java:14)
    at net.minecraft.client.Minecraft.a(Minecraft.java:394)
    at net.minecraft.client.Minecraft.run(Minecraft.java:732)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 464ce265 ----------
    It does that with any ID I give it. Could someone please explain to me what to do, or what a proper ID would be? Would be very much appreciated! Thanks!


    Block IDs only go up to 255. (Technically 256, but Air takes up Block ID #0.) However, if you go to the InfiCraft thread over here, there's a 4,096 Block ID patch that will allow you to raise the Block ID limit to, obviously, 4,096. I must warn you though, it only works with Forge #108.
    Posted in: Minecraft Mods
  • 0

    posted a message on What if minecraft were made in_____?
    Then Minecraft's terrain generator wouldn't be "tweaked" in every major version since 1.0. :P

    What if Minecraft was made by Tobuscus?
    Posted in: Forum Games
  • 0

    posted a message on What if minecraft were made in_____?
    I have no idea!

    What if Minecraft was written in C++?
    Posted in: Forum Games
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from JS0

    A little OT: Does anyone know the falling distance to kill an Enderman? Or they avoid falling damage completely? Also, they seem to be pretty rare now..

    I am experimenting with a frame mob grinder. Basically, two frame beams welded (?) together in the middle, 2 motors move the upper beam back and forth and the lower beam pushes mobs in the spawning area to the two side pits. Seems to be quite efficient, since it doesn't wait until monsters walk into water stream, but I am no expert in mob grinders. I aim to kill Endermen with it, it seems some have fallen down but survived.


    From the platform to the ground, you need a 43 block drop in order to kill an Enderman at full health.

    Quote from Glowstrontium

    It's probably already been asked, but how are you planning to deal with the new vanilla emeralds that will be in 1.3? Considering how common the Redpower emeralds are compared to the new vanilla counterparts, they may be OP if used as a replacement.


    She's gonna rename Emeralds as "Green Sapphire" or something else, since Emeralds are a weak gem, and making tools out of them doesn't make much/any sense.
    Posted in: Minecraft Mods
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