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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Yep Multithread Version didn't like redpower i guess, Classic works like a champ thx for the advice
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from decman117

    I got that With the multithreaded version, but nothing on any others


    ah that could be my problem then as I am using the multithreaded version. I will try the other version and see if that fixes the problem.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from dgershko

    you kidding? i have optifine and i have whole chunks invisible!!!!!!!i can walk on them,but i cant see them!and my fps is 9!without mods its 200-250!


    lol well my problem isn't that bad but only happens with Rp2 atm with the newest version of optifine. old optifine worked fine all the other forge mods seem to have no problem with the new optifine atm still get good fps even with the glitching though, I tried to take a screen shot but for some reason the screen shots wont show the glitching. It kind of looks like checkers flashing randomly in different chunk areas
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Anybody else noticed if RP2 3b causes strange flashing effects on screen when used with the latest version of Optifine B2? take out rp2 from mods folder load new world no flashy chunks, put rp2 back in start new world. flashing chunks come back.
    Posted in: Minecraft Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from bf109tiger

    are there any of those destroyed villages in 1.2 because i looked EVERYWHERE and i cant find one...


    I am having the same problem m8, I thought it was just me but none of the destroyed villages are showing up in 1.2 for me either. Only crap loads of spawner points lol
    Posted in: WIP Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    The engine already throttles lighting updates and tries to push them in stages, but it's still a massive CPU spike, no matter what you do to it.

    Also development update, for those who don't follow me on Twitter...

    The energy net is rewritten and working (although it might use a little bit of tuning), and the new voltmeter is done.

    I've added paint cans and brushes in anticipation of the Sorting Machine, which also requires the fixed energy net. I'm planning to work on that, and the fix for back-stuffing Tube bugs, next.

    And I have a mostly-functioning RP for 1.9pre5 running, although it has a few really hilarious bugs. Some of the bugs require new Forge hooks, and I don't think it's a good idea to add those when Stable should be out in just more than a week. The good news is that I should be able to put together an RP release for Stable pretty quickly after MCP updates. No huge breaks this time, this isn't a repeat of 1.8.1.


    oh sweet that is good news indeed ^^
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from pwnedgod

    Did you mean that if other mods have the same ore type, it only generates only 1 of em'?



    I'm not a guy that actually understands how forge works. But it would probably not as simple as you say.


    yes all mods would share 1 ore type from a single Ore generation preventing over populating of the same type of ore. for instance if 4 mods decide they want to use copper and tin are they expected to all generate their own copper and tin? well for now yes cause there is no other way. however if they all are already on forge they could in theory use the same ore from a centralized ore generator and not have 1 million coppers and tins show up in your world.

    And believe me I understand how ore generation works or I would not have made such a suggestion lol
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from pwnedgod

    Do you even know what's Forge Ore dictionary is used for?


    Of course I do you did not read my message very carefully.

    Quote from TheEnlightened

    The problem is not the idea, or the concept - this should work in theory, but... someone has to maintain this list - meaning each time someone wants a new ore, or wants to change that blocks ore generation in the slightest bit can't - they would be limited to a set of ores, a certain generation ration, etc

    Now while someone could maintain this list.. it would most likely have to be Cookie monster - who else would volunteer to be paid with ingame cookies?, and in all honesty would you want Eloraam, or someone like Eloraam to waste there time maintaining a list, or making a good mod?

    Yes, yes he does - he wants to do the inverse of it(centralized ore list v. Ore dictionary) - i have explained above why this is a bad idea


    And yes I understand it would take a little time to maintain but it honestly wouldn't be as big as you suggest or a time eater, ore generation is very simple and as it stands right now the list isn't that long for ore types.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Hello again Eloraam :smile.gif:, I have a solution to what I think could be a problem in the future with all forge mods including rp. Instead of having each mod generate its own ore have a base ore generation code in forge itself that all mods can dip into that way if somebody doesn't want a certain mod no problem the ore will still generate and other mods can still use the same ore in their mod without any problems. Otherwise if each mod generates its own ore you end up with massive amounts of the same ore. This way you could create a sort of Periodic table of elements that any mod can share from. I hope this makes it into your strong consideration list :smile.gif: could do the same with liquids such as oil other mods that use oil could all share :smile.gif: anyways ty for all the hard work you do everyday
    Posted in: Minecraft Mods
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    posted a message on [1.0.0] DaftPVF's mods
    Quote from DaftPVF

    Thanks for porting it, but I won't use it because I like to modify things and fix bugs myself. +1 reputation for effort though. :tongue.gif:


    np m8 I understand :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Exanadu's Modern Decorating
    Quote from theWOODman

    This is a very cool mod. This is a whole lot better than trying to make an elevator out of pistons.

    Is there any chance that the elevatoroptions.txt file could also contain size options as it does with height? A 2x2 floor would be cool for a large elevator. Maybe even a separate texture file so we could create our own custom textures?

    Very good job! :iapprove:


    Ty for your comments, I do have plans for this once minecraft is officially released with all the updates going on I just don't have time to work on them. Custom textures will be on the top of my list I had planned to do it a while back but just never got around to it.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0] DaftPVF's mods
    Quote from DaftPVF

    ModLoader and MCP are both updated for 1.9pre5! Hooray!
    Expect updates and maybe new mods soon!

    Edit: Sorry for not replying these last 2 pages, I've been kinda away from modding Minecraft these last weeks, but the last thing I was working on is the before mentioned "Ingame Info" (I call it like that for now), it isn't big.

    Here's what I currently have:

    It shows text on the in-game screen, by reading through lines in a text file.
    Not only that, it also replaces tags like this: <tag> with useful information like the weather!

    left, center, right: Aligns the text in the screen.

    light: Shows light level of block where the player is.

    score: Player score. (It's good because in 1.9 your score is only shown when you're dead)

    x, y, z: Player position. It shows the values as integers, unlike the coordinates in the f3 screen.

    fps, worldname, worldsize, worldsizemb, seed: Most are self-descriptive. <worldsize> shows the save file size in bytes, while <worldsizemb> shows it in MB.

    gamemode: Shows game type/mode, the output will be either "Survival", "Creative" or "Hardcore".


    days: The amount of ingame days that have passed since the world was created.

    biome: Current biome.

    username: The player's username.

    texturepack: The name of the currently selected Texture Pack.

    equippedname: Name of the block/item the player is holding.


    True/false tags: These are written using the format <tag[text for true/text for false]>.

    daytime: True if it's day time, false if night time.

    raining: True if raining.

    thundering: True if thundering.

    slimes: True if current chunk can spawn slimes in it.


    Screenshot to make it not as boring as it sounds! (or not)

    The text used to get this screenshot is:
    Day <day>, &2<fps> &ffps
    Score: &e<score>&f
    <right>Light level: <light>
    Biome: <biome>
    <equippedname> equipped.
    <center>&3<username> &f
    <gamemode> World: &6<worldname>&f, <worldsizemb> MB
    <daytime[&eSun/&3Moon]>


    I updated treecapitator to 1.9.5 if you want a copy to save you some time I cant live without it so I did it for personal reasons, there was changes to modloader and how it loads mods as well as some changes to the dropBlockAsItem in the block class that I corrected for but your welcome to it if you want.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Exanadu's Modern Decorating
    Bump for new version!
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Exanadu's Modern Decorating
    Updated to 1.9PR5 enjoy :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from soraguy599

    I cannot run minecraft 1.9pre5 with these mods:

    All of risugami's mods
    CJB
    TMI
    ReiMinimap

    It seems to have a problem with TMI, judging from the modloader.txt:

    Nov 4, 2011 8:13:32 AM ModLoader init
    FINE: ModLoader Beta 1.9 Prerelease 5 Initializing...
    Nov 4, 2011 8:13:32 AM ModLoader readFromClassPath
    FINER: Adding mods from C:\Users\Logan\AppData\Roaming\.minecraft\bin\minecraft.jar
    Nov 4, 2011 8:13:32 AM ModLoader readFromClassPath
    FINER: Zip found.
    Nov 4, 2011 8:13:32 AM ModLoader addMod
    FINE: Failed to load mod from "mod_TooManyItems.class"
    Nov 4, 2011 8:13:32 AM ModLoader addMod
    FINER: THROW
    java.lang.AbstractMethodError: BaseMod.getVersion()Ljava/lang/String;
    	at BaseMod.toString(BaseMod.java:169)
    	at ModLoader.addMod(ModLoader.java:279)
    	at ModLoader.readFromClassPath(ModLoader.java:1220)
    	at ModLoader.init(ModLoader.java:825)
    	at ModLoader.AddAllRenderers(ModLoader.java:186)
    	at ael.<init>(ael.java:79)
    	at ael.<clinit>(ael.java:9)
    	at net.minecraft.client.Minecraft.a(SourceFile:257)
    	at net.minecraft.client.Minecraft.run(SourceFile:642)
    	at java.lang.Thread.run(Unknown Source)
    Nov 4, 2011 8:13:42 AM ModLoader init
    FINER: THROW
    java.lang.AbstractMethodError: BaseMod.getVersion()Ljava/lang/String;
    	at su.<init>(su.java:48)
    	at l.a(SourceFile:39)
    	at ModLoader.ThrowException(ModLoader.java:1775)
    	at ModLoader.ThrowException(ModLoader.java:1784)
    	at ModLoader.addMod(ModLoader.java:286)
    	at ModLoader.readFromClassPath(ModLoader.java:1220)
    	at ModLoader.init(ModLoader.java:825)
    	at ModLoader.AddAllRenderers(ModLoader.java:186)
    	at ael.<init>(ael.java:79)
    	at ael.<clinit>(ael.java:9)
    	at net.minecraft.client.Minecraft.a(SourceFile:257)
    	at net.minecraft.client.Minecraft.run(SourceFile:642)
    	at java.lang.Thread.run(Unknown Source)

    I don't know if I should post this in here, or the TMI thread. I'm thinking in here because TMI works without these, but I'm just confused.
    EDIT: I can use the non-modloader using mods, though.



    there is a problem with how modloader loads mods in 1.9.5 im getting the same error while trying to recompile my mod using 1.9.5 modloader using the 1.9.5 MCP
    Posted in: Minecraft Mods
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