• 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Love the mod, just wish that crafts' walls and floors were more "solid"

    I've been trying to create a "Mob Ark" ship that I could use to corral and transport farm animals back to my home area, but for some reason no matter the speed I'm going at, they seem to have a high chance of clipping through the floor or walls of my craft. The issue seems to be in Yaw control: when I turn my craft, if a mob is inside the craft there's a near-certainty that they'll clip through the wall if I don't stop my Yaw.

    Until (if?) this gets fixed, I guess I'll be trying to transport mobs on cargo ships while flying really really slowly.
    Posted in: WIP Mods
  • 0

    posted a message on Sneaky Toggle [1.2.5]

    Not compatible with Optifine.

    Confirming this via Magic Launcher.
    You might want to look into this?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.2] Mob Amputation [v1] Blood and gibs! And an Easter Egg!
    About editing the config:

    can I use standard item IDs and then alter their % chance to amputate? Do I have to stick to integers when choosing how likely an item is to amputate? What's the default amputation chance? If I want to let a bow amputate, do I edit the Bow's chance or the Arrow's chance in the config?

    I love this mod, but I really want to tweak it (thanks for giving us a config file by the way) to balance. Right now setting everything to 1 or 0 effectively turns the mod off or to "extreme". I want to give different items different % chances to amputate, because amputating is an extremely powerful ability.

    Also, it seems to be that Bows can't amputate if shoot something at long range. The only way I've seen a bow amputate is whacking or shooting at close range. Is this supposed to happen?
    Posted in: Minecraft Mods
  • 0

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from icephantom

    Your issue has nothing to do with this mod being incompatable, its just a block ID conflict.
    The conflict is between BlockTFFirefly, which is a Twilight Forest block, and SdkBlockNuke, which belongs to SDK's guns mod.
    You need to look in your .minecraft folder for the 'mod_SdkGuns.properties' file (if it isn't there, then go back to the SDK's downloaded zip file - its in there), then you need to change ID 130 to something you have available. Of course if you are using a server, you'll have to do the same there to. Alternatively, you could find the 'mod_TwilightForest.cfg' in your .minecraft/config folder and change block id 130 to a free block number. The problem with doing it this way round is that if you have already visited the Twilight World, your world will no longer work properly because the block numbers of the world would be wrong.
    Better changing the SDK's file.

    Oh wow, thanks. So, uh, how do I find out a block ID that's free?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*
    Mods loaded: 4
    ModLoader 1.1
    mod_ModLoaderMp 1.0.0
    mod_TwilightForest 1.6r1
    mod_SdkFlasher 1.1v1
    
          Minecraft has crashed!      
          ----------------------      
    
    Minecraft has stopped running because it encountered a problem.
    
    If you wish to report this, please copy this entire text and email it to [email protected].
    Please include a description of what you did when the error occured.
    
    
    
    --- BEGIN ERROR REPORT dda645dc --------
    Generated 07/02/12 11:22 PM
    
    Minecraft: Minecraft 1.1
    OS: Windows Vista (x86) version 6.0
    Java: 1.6.0_24, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: Mobile Intel(R) 4 Series Express Chipset Family version 2.1.0 - Build 8.15.10.2302, Intel
    
    java.lang.IllegalArgumentException: Slot 130 is already occupied by BlockTFFirefly@b51404 when adding SdkBlockNuke@354749
    	at oe.<init>(SourceFile:301)
    	at oe.<init>(SourceFile:322)
    	at SdkBlockNuke.<init>(SdkBlockNuke.java:14)
    	at mod_SdkGuns.InitBlocks(mod_SdkGuns.java:537)
    	at SdkBaseModMp.<init>(SdkBaseModMp.java:18)
    	at mod_SdkGuns.<init>(mod_SdkGuns.java:374)
    	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:269)
    	at ModLoader.readFromClassPath(ModLoader.java:1239)
    	at ModLoader.init(ModLoader.java:819)
    	at ModLoader.AddAllRenderers(ModLoader.java:189)
    	at afq.<init>(afq.java:80)
    	at afq.<clinit>(afq.java:9)
    	at net.minecraft.client.Minecraft.a(SourceFile:265)
    	at net.minecraft.client.Minecraft.run(SourceFile:648)
    	at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 6b7cc ----------

    So is this mod not compatible with Twilight Forest?
    Posted in: Minecraft Mods
  • 0

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Mods loaded: 4
    ModLoader 1.1
    mod_ModLoaderMp 1.0.0
    mod_TwilightForest 1.6r1
    mod_SdkFlasher 1.1v1
    
          Minecraft has crashed!      
          ----------------------      
    
    Minecraft has stopped running because it encountered a problem.
    
    If you wish to report this, please copy this entire text and email it to [email protected].
    Please include a description of what you did when the error occured.
    
    
    
    --- BEGIN ERROR REPORT dda645dc --------
    Generated 07/02/12 11:22 PM
    
    Minecraft: Minecraft 1.1
    OS: Windows Vista (x86) version 6.0
    Java: 1.6.0_24, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: Mobile Intel(R) 4 Series Express Chipset Family version 2.1.0 - Build 8.15.10.2302, Intel
    
    java.lang.IllegalArgumentException: Slot 130 is already occupied by BlockTFFirefly@b51404 when adding SdkBlockNuke@354749
    	at oe.<init>(SourceFile:301)
    	at oe.<init>(SourceFile:322)
    	at SdkBlockNuke.<init>(SdkBlockNuke.java:14)
    	at mod_SdkGuns.InitBlocks(mod_SdkGuns.java:537)
    	at SdkBaseModMp.<init>(SdkBaseModMp.java:18)
    	at mod_SdkGuns.<init>(mod_SdkGuns.java:374)
    	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:269)
    	at ModLoader.readFromClassPath(ModLoader.java:1239)
    	at ModLoader.init(ModLoader.java:819)
    	at ModLoader.AddAllRenderers(ModLoader.java:189)
    	at afq.<init>(afq.java:80)
    	at afq.<clinit>(afq.java:9)
    	at net.minecraft.client.Minecraft.a(SourceFile:265)
    	at net.minecraft.client.Minecraft.run(SourceFile:648)
    	at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 6b7cc ----------


    So, I take it that this mod isn't compatible with SDK's Guns Mod?

    What would happen to me if I loaded up a world that had a preexisting Twilight Forest portal, but not have the mod installed?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*
    Mods loaded: 9
    ModLoader 1.1
    mod_TooManyItems 1.1 2012-01-12a
    mod_treecapitator 1.1
    mod_TwilightForest 1.6r1
    mod_RecipeBook 1.1
    mod_ModLoaderMp 1.0.0
    mod_WW2Guns 1.1v3
    mod_SdkFlasher 1.1v1
    mod_Crossbows 2.1
    
          Minecraft has crashed!      
          ----------------------      
    
    Minecraft has stopped running because it encountered a problem.
    
    If you wish to report this, please copy this entire text and email it to [email protected].
    Please include a description of what you did when the error occured.
    
    
    
    --- BEGIN ERROR REPORT c2167301 --------
    Generated 05/02/12 10:20 PM
    
    Minecraft: Minecraft 1.1
    OS: Windows Vista (x86) version 6.0
    Java: 1.6.0_24, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: Mobile Intel(R) 4 Series Express Chipset Family version 2.1.0 - Build 8.15.10.2302, Intel
    
    java.lang.Exception: No more empty item sprite indices left!
    	at ModLoader.getUniqueItemSpriteIndex(ModLoader.java:642)
    	at ModLoader.getUniqueSpriteIndex(ModLoader.java:653)
    	at ModLoader.addOverride(ModLoader.java:324)
    	at mod_Crossbows.load(mod_Crossbows.java:115)
    	at ModLoader.init(ModLoader.java:824)
    	at ModLoader.AddAllRenderers(ModLoader.java:189)
    	at afq.<init>(afq.java:80)
    	at afq.<clinit>(afq.java:9)
    	at net.minecraft.client.Minecraft.a(SourceFile:265)
    	at net.minecraft.client.Minecraft.run(SourceFile:648)
    	at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT d06889a3 ----------


    I'm getting this error code. I guess I have to lose a mod?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*
    HALLELUJAH THE GOOD GUN MOD IS BACK! :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond:
    Posted in: Minecraft Mods
  • 0

    posted a message on Flan's Mod 5.5.2 Update : 1.12.2, 100s of new Skins! : Helicopters, Mechas, Planes, Vehicles, 3D Guns, Multiplayer, TDM, CTF
    Just a quick suggestion, make it so that mobs actually get knocked back/"flinch" when hit by bullets. It's really disappointing to use any of the sniper rifles and not get any visual confirmation of the hit because you don't see that they've flinched from the impact.

    Also, does anybody have a problem where mobs don't drop exp if you kill them with any of the guns? I never ever have seen a mob drop exp when I kill it using the guns. Is this a bug or intentional?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2][SSP/SMP]Crossbows V2.4 Beta
    Quote from Princeofmar5

    Elemental Crossbows create bolts so any bolt that can be crafted (TNT Bolt) will not be used by it.

    @Redyoshi101 Cool. Thanks!

    @Dant3s Hmmmmm maybe I'll switch to Forge, I haven't really messed with forge much

    Oh, so they effectively use durability as ammo? *Runs off to test*
    Thanks for the reply, LOVING the mod!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2][SSP/SMP]Crossbows V2.4 Beta
    Do TNT Bolts count as one of the "Elemental Bolts" that the Ultimate Crossbow uses? I've got (nearly) enough material to craft an Ultimate Crossbow, but I'm hesitant to use it if it'll accidentally send explosions where I don't want it to.

    I have to say, the Crossbow Repeater is a GODSEND in mid-range combat against a swarm of enemies.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*
    Gun Idea:
    AA12
    Damage = 1x10
    Delay = 1
    Velocity = 3
    Spread = 20
    Recoil = 1
    Ammo = Shell
    (balance: bigger spread, less pellets, eats ammo => faster fire rate, more area covered)

    Gun Idea:
    "Hunter's Shotgun"
    Damage = 2x8
    Delay = 8
    Velocity = 4
    Spread = 10
    Recoil = 8
    Ammo = Shell
    (balance: higher recoil & delay, less pellets => greater effective range & still gives the satisfaction of a shotgun)

    (not serious) Gun Idea:
    "Cloud Gun"
    Damage = 0.5x24
    Delay = 1
    Velocity = 1
    Spread = 30+ (whatever makes 24 pellets fill the screen)
    Recoil = 1
    Ammo = Shell
    (balance: terrible range, terrible spread => fill the air with lead)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.6] Pig Grinder [Updated]
    I laughed so hard at the OP demonstration video that I missed the download link thrice.
    Hilariously awesome mod. I edit in pigs just to make baconworks (fireworks, but with bacon, and are thus 1000% more awesome).
    Posted in: Minecraft Mods
  • 0

    posted a message on [64x]Monster Hunter Theme(ABANDONED, Seeking New Editor)
    Looks interesting. Though I suppose a native resolution version isn't possible is it?
    Posted in: Resource Packs
  • 0

    posted a message on [V1.8.1]HoverBoat
    *awaits update to HoverBoat now that Settings API is updated*
    viewtopic.php?t=97332#SettingsAPI
    Posted in: Minecraft Mods
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