• 0

    posted a message on Traincraft 4.2.1.
    Quote from Mrbrutal

    Quote from ReynoldsCahoon

    A simple question, love the way the mod looks and am considering using it, but I'm unsure if it will be a good solution for my desired use.

    What I would like to do is automate a train that travels to administrator controlled train stations, pauses for a set amount of time, and then continues on its course to the next station, thus allowing convenient and lovely transportation for our citizens.

    Questions:
    • Can this be accomplished with your mod?
    • What all would be required of our clients to connect to our server should we choose to use it?
    • Is there a way to disable the features of this mod for non-admins? (Only allow admins to create/manage trains)


    No, you can't do this as it is. Well maybe, with Railcraft if you manage to do a network that stops trains on stations. I would sure want to know also :P . So you can be the first one to find out.
    • Read above
    • Both client and server to have same installations of mods and configs.
    • Yes trains can be locked. (Currently not complete but will be in the future)

    I think this could be made doable with either a change to Traincraft's Locomotive Holding Track, or a new track that combines the functions of the Locomotive Holding Track and Locomotive Speed Controller Track. Right now the Holding Track says it makes a locomotive start moving again in its previous direction at its previous speed, but in practice it just kinda sits there.

    If you had a track which could both hold a locomotive, and then on a redstone signal start it moving again in a specific direction at a specific speed, getting the setup ReynoldsCahoon is asking for would only be a matter of rigging a timer to tell the train when to depart. Throw in a few more vanilla Speed Controller tracks and you could have the train start off moving slowly, then pick up speed as it pulled away from the station.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8] [1.7.x] [1.6.x] [1.5.2] ExplorerCraft 0.9 - multimap atlases, aligned maps, and copying map sections.
    Quote from Zeno410

    Groups of maps are not extremely hard to do although it's a fair amount of work. I'd have to modify a fair amount of code for the Atlas inventories and map choice in them but its pretty routine. Crafting copies would be somewhat harder but still doable.

    One thing to remember is that copying maps is quite cheap - a base empty map can copy a level 4 map. IMO normally it's worth just making copies and not having to worry about swapping things around.

    It's intended mostly to make it easier to share map collections with other players on a server. One guy can go out exploring, then copy his map portfolio and pass it around.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8] [1.7.x] [1.6.x] [1.5.2] ExplorerCraft 0.9 - multimap atlases, aligned maps, and copying map sections.
    Just had an idea of something you could do to make managing large map collections easier, though I'm not sure how feasible it'd be.

    In addition to the Atlas, you could also have a Map Portfolio or Map Folder or something. It would only hold a limited number of maps--I'm thinking 9 of them for starters, just enough for a 3x3 grid--but you would then be able to craft a copy of the entire Portfolio and *all the maps inside it*. You could swap the portfolios out between Atlases depending on what part of the world you're needing maps for.

    To prevent easily going crazy with portfolios, I'm thinking the Atlas would only be able to hold a limited number of them in a second inventory, separate from the one it uses for individual maps. Again, thinking 9 portfolios per Atlas for starters.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.8] [1.7.x] [1.6.x] [1.5.2] ExplorerCraft 0.9 - multimap atlases, aligned maps, and copying map sections.
    ...yup. Unzipping the mod into its components and dropping the ExplorerCraft folder into /mods lets it work.

    ...though for some reason, Map Paper isn't displaying its proper name; it shows up as "item.map.paper.name".
    Posted in: Minecraft Mods
  • 0

    posted a message on Extra Utilities v1.1.0k
    So, I'm curious about this line from the changelog:


    - Transfer Node will generate water/cobblestone when placed in a suitable arrangement.

    This seems to imply it's possible to make a cobblestone generator out of these things... but what constitutes a "suitable" arrangement?
    Posted in: WIP Mods
  • 1

    posted a message on [1.8] [1.7.x] [1.6.x] [1.5.2] ExplorerCraft 0.9 - multimap atlases, aligned maps, and copying map sections.
    Quote from Zeno410

    I'll go to 1.6.4 next (probably this update). It will probably work on 1.6.4; I just need to download 1.6.4 and test it (I already have 9 different Minecraft folders, so I'm dragging my feet).

    Alas, it does not. I just tested adding it to my current 1.6.4 modpack and got this crash:


    ---- Minecraft Crash Report ----
    // Daisy, daisy...

    Time: 10/31/13 11:13 PM
    Description: There was a severe problem during mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: explorer.ExplorerMod
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:519)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:472)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:807)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    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:131)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
    Caused by: java.lang.ClassNotFoundException: explorer.ExplorerMod
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:59)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
    at sun.reflect.GeneratedMethodAccessor2.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:313)
    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.sendEventToModContainer(LoadController.java:194)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
    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:313)
    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:105)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
    ... 10 more
    Caused by: java.lang.NullPointerException
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
    ... 37 more


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.6.4
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_11, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 184356496 bytes (175 MB) / 464125952 bytes (442 MB) up to 954466304 bytes (910 MB)
    JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v8.11 FML v6.4.20.916 Minecraft Forge 9.11.1.916 33 mods loaded, 33 mods active
    mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
    FML{6.4.20.916} [Forge Mod Loader] (minecraftforge-9.11.1.916.jar) Unloaded->Constructed
    Forge{9.11.1.916} [Minecraft Forge] (minecraftforge-9.11.1.916.jar) Unloaded->Constructed
    mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.4]ReiMinimap_v3.4_01.zip) Unloaded->Constructed
    ArchimedesShipsMod{1.6.2 v1.4.4} [Archimedes' Ships] (ArchimedesShips.zip) Unloaded->Constructed
    arsmagica2{1.0.1} [Ars Magica 2] (ArsMagica_1.0.1.zip) Unloaded->Constructed
    barrels{3.2} [The Barrels Mod] (Barrels 3.2-1.6.4.jar) Unloaded->Constructed
    BiblioCraft{1.5.0} [BiblioCraft] (BiblioCraft[v1.5.0].zip) Unloaded->Constructed
    BiomesOPlenty{1.1.2} [Biomes O' Plenty] (BiomesOPlenty-universal-1.6.4-1.1.2.51.jar) Unloaded->Constructed
    BiblioWoodsBoP{1.3} [BiblioWoods Biomes O'Plenty Edition] (BiblioWoods[BiomesOPlenty][v1.3].zip) Unloaded->Constructed
    Forestry{2.3.0.6} [Forestry for Minecraft] (forestry-A-2.3.0.6.jar) Unloaded->Constructed
    BiblioWoodsForestry{1.3} [BiblioWoods Forestry Edition] (BiblioWoods[Forestry][v1.3].zip) Unloaded->Constructed
    craftingpillars{1.0} [Crafting Pillars] (CraftingPillars_1.6.4_1.1.zip) Unloaded->Constructed
    DynamicLights{1.2.6} [Dynamic Lights] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    DynamicLights_onFire{1.0.2} [Dynamic Lights on burning] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    DynamicLights_creepers{1.0.2} [Dynamic Lights on Creepers] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    DynamicLights_dropItems{1.0.4} [Dynamic Lights on ItemEntities] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    DynamicLights_mobEquipment{1.0.1} [Dynamic Lights on Mob Equipment] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    DynamicLights_otherPlayers{1.0.4} [Dynamic Lights Other Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    DynamicLights_thePlayer{1.0.8} [Dynamic Lights Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    ExplorerCraft{0.8} [ExplorerCraft] (ExplorerCraft_0.8.1.zip) Unloaded->Errored
    FinderCompass{1.6.4} [Finder Compass] (FinderCompass_1.6.4.zip) Unloaded->Constructed
    millenaire{5.1.11} [Millénaire] (millenaire-jar-5.1.11) Unloaded->Constructed
    AS_MultiMine{1.3.1} [Multi Mine] (MultiMine_1.6.4.jar) Unloaded->Constructed
    Railcraft{8.1.0.0} [Railcraft] (Railcraft_1.6.2-8.1.0.0.jar) Unloaded->Constructed
    AS_Ruins{10.7} [Ruins Spawning System] (Ruins_1.6.4.zip) Unloaded->Constructed
    secretroomsmod{4.6.2} [The SecretRoomsMod] (SecretRoomsMod-universal-1.6.4-4.6.2.309.jar) Unloaded->Constructed
    awger_SmallBoat{0.10.6} [SmallBoat] (smallboats.0.10.6.jar) Unloaded->Constructed
    awger_Punt{0.10.6} [Punt] (smallboats.0.10.6.jar) Unloaded->Constructed
    awger_Whitehall{0.10.6} [Whitehall] (smallboats.0.10.6.jar) Unloaded->Constructed
    awger_Hoy{0.10.6} [Hoy] (smallboats.0.10.6.jar) Unloaded->Constructed
    TC{4.1.3_001} [Traincraft] (traincraft-4.1.3_001.jar) Unloaded->Constructed

    I don't need 1.6.4 as I've decided not to update any worlds to 1.7.x; I'm starting new ones. But I know a lot of people use 1.6.4 so I should do it.

    1.7.x is probably far off; supposedly Forge won't be stable for a month and there's been a lot of code rewrite. If the map code isn't changed then I'll pretty much just have to recompile, but having struggled with the map code for weeks now I will state it could use a rewrite.

    Yeah, I'm liable to stick with 1.6.4 for the time being as well; you can see from that log how many mods I'm running with, and it's going to take awhile for them all to get up to 1.7.x.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8] [1.7.x] [1.6.x] [1.5.2] ExplorerCraft 0.9 - multimap atlases, aligned maps, and copying map sections.
    Glad to be of service. Looking forward to adding this mod to my collection.

    Are you going to update to 1.6.4 next, or jump straight to 1.7.x? I'd hope for the latter, as I'm running a server that's going to be on 1.6.4 for the foreseeable future and I'd like to include this mod.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] More Machinery Mod v 1.1.2
    Trying to get this to work in 1.6.4, using Forge 9.11.1.916, getting the following crash:


    ---- Minecraft Crash Report ----
    // I'm sorry, Dave.
    Time: 10/30/13 10:21 PM
    Description: Initializing game
    java.lang.NoSuchMethodError: net.minecraft.block.BlockRedstoneLogic.<init>(I)V
    at moremachinery.BlockBlockBreaker.<init>(BlockBlockBreaker.java:46)
    at moremachinery.MoreMachinery.<clinit>(MoreMachinery.java:30)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
    at sun.reflect.GeneratedMethodAccessor2.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:313)
    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.sendEventToModContainer(LoadController.java:194)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
    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:313)
    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:105)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:472)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:807)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    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:131)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:27)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------
    -- Head --
    Stacktrace:
    at moremachinery.BlockBlockBreaker.<init>(BlockBlockBreaker.java:46)
    at moremachinery.MoreMachinery.<clinit>(MoreMachinery.java:30)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
    at sun.reflect.GeneratedMethodAccessor2.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:313)
    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.sendEventToModContainer(LoadController.java:194)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
    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:313)
    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:105)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:472)
    -- Initialization --
    Details:
    Stacktrace:
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:807)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    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:131)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
    -- System Details --
    Details:
    Minecraft Version: 1.6.4
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_11, Oracle Corporation
    Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 373350896 bytes (356 MB) / 468975616 bytes (447 MB) up to 954466304 bytes (910 MB)
    JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v8.11 FML v6.4.20.916 Minecraft Forge 9.11.1.916 33 mods loaded, 33 mods active
    mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
    FML{6.4.20.916} [Forge Mod Loader] (minecraftforge-9.11.1.916.jar) Unloaded->Constructed
    Forge{9.11.1.916} [Minecraft Forge] (minecraftforge-9.11.1.916.jar) Unloaded->Constructed
    mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.4]ReiMinimap_v3.4_01.zip) Unloaded->Constructed
    ArchimedesShipsMod{1.6.2 v1.4.4} [Archimedes' Ships] (ArchimedesShips.zip) Unloaded->Constructed
    arsmagica2{1.0.1} [Ars Magica 2] (ArsMagica_1.0.1.zip) Unloaded->Constructed
    barrels{3.2} [The Barrels Mod] (Barrels 3.2-1.6.4.jar) Unloaded->Constructed
    BiblioCraft{1.5.0} [BiblioCraft] (BiblioCraft[v1.5.0].zip) Unloaded->Constructed
    BiomesOPlenty{1.1.2} [Biomes O' Plenty] (BiomesOPlenty-universal-1.6.4-1.1.2.51.jar) Unloaded->Constructed
    BiblioWoodsBoP{1.3} [BiblioWoods Biomes O'Plenty Edition] (BiblioWoods[BiomesOPlenty][v1.3].zip) Unloaded->Constructed
    Forestry{2.3.0.6} [Forestry for Minecraft] (forestry-A-2.3.0.6.jar) Unloaded->Constructed
    BiblioWoodsForestry{1.3} [BiblioWoods Forestry Edition] (BiblioWoods[Forestry][v1.3].zip) Unloaded->Constructed
    craftingpillars{1.0} [Crafting Pillars] (CraftingPillars_1.6.4_1.1.zip) Unloaded->Constructed
    DynamicLights{1.2.6} [Dynamic Lights] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    DynamicLights_onFire{1.0.2} [Dynamic Lights on burning] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    DynamicLights_creepers{1.0.2} [Dynamic Lights on Creepers] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    DynamicLights_dropItems{1.0.4} [Dynamic Lights on ItemEntities] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    DynamicLights_mobEquipment{1.0.1} [Dynamic Lights on Mob Equipment] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    DynamicLights_otherPlayers{1.0.4} [Dynamic Lights Other Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    DynamicLights_thePlayer{1.0.8} [Dynamic Lights Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed
    FinderCompass{1.6.4} [Finder Compass] (FinderCompass_1.6.4.zip) Unloaded->Constructed
    millenaire{5.1.11} [Millénaire] (millenaire-jar-5.1.11) Unloaded->Constructed
    MoreMachinery{1.1.2} [More Machinery] (moremachinery) Unloaded
    AS_MultiMine{1.3.1} [Multi Mine] (MultiMine_1.6.4.jar) Unloaded
    Railcraft{8.1.0.0} [Railcraft] (Railcraft_1.6.2-8.1.0.0.jar) Unloaded
    AS_Ruins{10.7} [Ruins Spawning System] (Ruins_1.6.4.zip) Unloaded
    secretroomsmod{4.6.2} [The SecretRoomsMod] (SecretRoomsMod-universal-1.6.4-4.6.2.309.jar) Unloaded
    awger_SmallBoat{0.10.6} [SmallBoat] (smallboats.0.10.6.jar) Unloaded
    awger_Punt{0.10.6} [Punt] (smallboats.0.10.6.jar) Unloaded
    awger_Whitehall{0.10.6} [Whitehall] (smallboats.0.10.6.jar) Unloaded
    awger_Hoy{0.10.6} [Hoy] (smallboats.0.10.6.jar) Unloaded
    TC{4.1.3_001} [Traincraft] (traincraft-4.1.3_001.jar) Unloaded
    Launched Version: 1.6.4-Forge9.11.1.916
    LWJGL: 2.9.0
    OpenGL: GeForce 9600 GT/PCIe/SSE2 GL version 3.3.0, NVIDIA Corporation
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Pack: 1292880853.5241.zip
    Current Language: Canadian English (CA)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null

    Edit: Nevermind, missed that it's only up to 1.6.2 on the front page. :(

    Scouring the internet for a relatively small mod that includes a block-breaker, but everything is either out-of-date or part of some huge, bloated tech mod that has a ton of other stuff I don't want...

    Do you think you'll be updating this to 1.6.4, or skipping straight to 1.7.x?
    Posted in: Minecraft Mods
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    posted a message on [1.8] [1.7.x] [1.6.x] [1.5.2] ExplorerCraft 0.9 - multimap atlases, aligned maps, and copying map sections.
    Quote from Zeno410

    Coming soon: Atlases!

    An atlas will be a book-like item holding a large number of maps at once. When in your hand, it will display the best available map at all times, and automatically switch as you move along. All maps in the atlas will be updated with terrain info as you move, not just the one on display. For putting maps into and out of it, it works like a chest except that it's in your hand; you open it by "using" it (i.e. right-click or whatever you use to replace than). It's working right now but needs to be tested and I also need to put in the atlas metaphor, which I just thought of this morning.


    Sir, i see you and I think along similar lines, as this almost exactly what I was thinking I could use when playing around with Biliocraft's map frames. The only thing that could make it better is if you didn't have to hold it in your hand, just have it in your hotbar, and it would display your current map in the top-right corner like so many minimap mods do.

    If you stock it with blank maps, will it automatically start using them if you move into areas you don't have a map for? And would a player carrying an atlas show up as a marker of copies of the maps it holds (perhaps only the currently active one, to prevent you showing up on the borders of a ton of them at once)?

    I'm looking for suggestions on 3 items:

    How many maps should it hold? Current it holds 36; I was thinking of making some kind of 6x6 display but that has turned out to be technically difficult and also rather hard to decide how to handle maps that don't fit into a nice grid. I could easily increase it to 54; or reduce it if that seems too large.


    36 sounds about right to me.

    How hard should it be to make? Currently I'm planning to make it very easy to make; probably just some leather and then some sticks so I'm unlikely to duplicate somebody else's mod recipe. Should I add in some "special" materials, like gold, nether quartz, diamond, emeralds, etc.? It's going to be a pretty handy item and probably unique for most players, maybe it should be special to make to feel more special.


    Given that filling the atlas is going to cost a lot of iron and redstone for all the maps, I'd say it doesn't need to be too expensive.

    What should the algorithm be for picking the best map? My current idea is: highest-detail map the player is on; if there's more than one then the map the player is closest to the center of; if not on any map then show the closest. I'm also planning to switch as soon as another map becomes better.


    This sounds pretty reasonable. That lets you have a large "overworld" map that operates in the wilderness, and then as you approach a settlement or base a series of higher-detail maps for the local area.

    Long-term I'm interested in suggestions for the interface for calling up an overview map from an atlas, although I probably won't implement that in the next release.


    See aforementioned suggestion of a minmap in the top right corner.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.12] Stalker Creepers - Creepers sneak up and stalk you
    Y'know, there's a really easy solution for the music dilemma: use the tracks from the records that Creepers will drop when killed by Skeletons. It sounds enough like ambient Minecraft music that someone may not realize what it means right away.

    Also, make it only kick in after the Creeper has already been stalking for awhile, so it would only be the first notice for an especially oblivious player.



    Heck, it even keeps filesize for the mod down, since those tracks are already built into Minecraft.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from ASM_KALION

    Jim starluck

    That is a pretty good idea for mith but it would be cool if it attracted lightning during a storm and the lightning could be harvested to upgrade your spells or Mage armour making you an arch Mage after a certain amount of lightning essence.

    What do ya think

    I think you're talking about something completely different than what I had in mind. I was just describing a new type of Nexus that ultimately does the same thing as the others: produces Raw Essence. It just goes about it in a slightly different way.

    You want something that introduces a completely new mechanic.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    So I just had a friend introduce me to Ars Magica the other day, and after watching a vew videos on it I was disappointed to realize it wasn't out for 1.6.2. I'm now very much looking forward to the new incarnation.

    I did have one idea about a possible new Nexus type: the Storm Nexus, which draws Essence by being struck by lightning during a thunderstorm. Surpassed by the other nexii for overall output, but when a storm rolls around it can produce Essence at a phenomenal rate--perfect for building up and storing for later use, or for powering something that needs a lot of Essence in a hurry. Would need open sky above it to function, and perhaps being at higher altitude would increase the rate at which it gets struck, which would in turn amplify the Essence output.

    For bonus points you get to re-enact Frankenstein. :)
    Posted in: Requests / Ideas For Mods
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    posted a message on [WIP] Small Boats (Elegant Punt & Whitehall)
    Quote from Tyrellan

    Jim - google "FileZilla Server" and do what I did: host the files on one of your pc's until he can download them.

    It's fairly easy to do

    A- Share a folder
    B- launch the filezilla server
    C- Add a user - and point it to that shared folder
    D- Zip up all the files; PM him with which forge you're using; give him the FTP info and put the zip files into that folder.

    Easy as that. :)

    I wound up resorting to Mediafire. :P
    Posted in: WIP Mods
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    posted a message on [WIP] Small Boats (Elegant Punt & Whitehall)
    Quote from Awger

    Do me a favor -- ZIP up your world(s) and send me a link, I'd like to see what's going on.

    Gonna be a bit tricky for me; I'm running with a bunch of other mods and using a specific Forge version to get them to work.
    Posted in: WIP Mods
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    posted a message on [WIP] Small Boats (Elegant Punt & Whitehall)
    Quote from Durand1w

    if you were not in an active chunk with other players, you can log off and on. Eventually, the boat should reload correctly based on our experience.

    It was single-player. I've quit and reloaded several times and it always loads glitched.
    Posted in: WIP Mods
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