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    posted a message on Little Blocks Mod [2.2.2.1] Creation contest! [770KDLs]
    Quote from MasterGeodude

    Argh, i can't get this to work. Whenever i start Minecraft it crashes immediately, is it because i have single player commands on too? I've installed mod loader and got rid of the META-INF. can anyone help? I wanna make a tiny village!


    Have you installed the ModLoaderMP Client to your .jar also? It needs that too.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3][1.34]The Seasons Mod
    I will put my 2 cents in and say this is a great mod, but I am currently unable to use it because it is not Minecraft Forge compatible, would love to see all your mods be Forge compatible, I used to have a hell of a time installing all your mods and then adding others on top of it, only to have it be incompatible.

    Great mod, Forge compatiblity needed, here's a notch :iapprove:
    Posted in: Minecraft Mods
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    posted a message on (1.7.3) L.M.I (Check it Out!) [0.1]
    Really? I think it is a quite ingenious way to dupe items, reminds of of troll science.

    Split gunpowder into 1 1/6 piles, add together 6 1/6 piles, get another gunpowder, repeat,

    INFINITE GUNPOWDER!

    It penalizes people for duping by making them take the time to craft and move every single one to the inventory and back again, reminds me of two mods one time if you installed them together, allowed you to make infinite wool by crafting 4 string into wool, then the wool into 9 string and then you could go back and forth to get infinite of each, it just took forever.

    Genius mod, add more things.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1][MineForge]Mega Minecraft[2.3] - NEW DIMENSION!
    I was expecting a simple, overdone one ore mod with a few special features.

    And this no doubt was at first, and then you added another, and another, and suddenly added whatever the **** you want. I like this, I want more just absolutely random **** in this, no reasoning needs to be behind it like other more popular mods, that's what makes this mod unique is the random **** at least to me. Whatever comes to your mind, add it into the mod (as long as it still reasonably goes with the flow and has not been made by someone else currently updating). Not to mention your ten the **** years old, how in the hell, I guess if you're around a computer at a young enough age, you just develop innate super-skills, at least to us old farts apparently (16-18 is really freakin old in this digital age).

    Keep it up! And keep updating!
    Posted in: Minecraft Mods
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    posted a message on 【✙Chaotic Uniformity✙】[1.3] SuperNatural RPG {No Whitelist} 24/7 -Voting Rewards- 《Hardcore PvP》Shops┋Jobs┋Towns┋Bounties/Kill $
    In-game name: KaiserTom
    Real life age: 16
    Did you read the rules?: Yes
    Where did you hear about us?: Minecraft Forum 1st page Survival Servers
    Why do you want to join?: A heavy/hardcore pvp server seems like an interesting concept to me, I have been interested in anarchy servers but I wanted at least a little bit of government like you provide as slight backing.
    Did you vote for Chaotic Uniformity? (If not, click here. It's a free 250 coins!): Of course!
    Posted in: PC Servers
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    posted a message on [1.2.5][OPEN-SOURCE]Rise of The Automatons/Zeitgeist V0.83.4
    Quote from Tetragen

    Also... Coal Dustt? >>... it has no pic is that supposed to be out yet? My mother found it while she was looking for stuff to grind.


    mother
    mother

    Your mother, she is the most amazing person in the world to play minecraft.
    Posted in: WIP Mods
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    posted a message on [1.5.1] Elemental Creepers v3.2.1 - D'AAWWWWWWW!
    Wait so I hope its a "Which one do you want me to implement first" sorta vote because these are all amazing ideas and would be amazing creepers, as long as the sound one is like literal ear rape loud.
    Posted in: Minecraft Mods
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    posted a message on [V1.5.2]Smith_61 Mods: DNDTextures
    Quote from Julianhawk

    I have noticed something odd in my error report after it crashed, and could you please help me, this is an amazing mod.



    Mods loaded: 10
    ModLoader Beta 1.7.3
    mod_TooManyItems 1.7.2 2011-07-01
    mod_Aether r1
    mod_Trivia 1.7.3 Aether Edition
    mod_Kaevator_Corners 1.7.3
    mod_Kaevator_IntCorners 1.7.3
    mod_Kaevator_Slopes 1.7.3
    mod_MCExtended 1.6.6
    mod_IDResolver 1.7.3 - Update 2
    mod_cars b1.7.2

    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 998080c3 --------
    Generated 9/1/11 10:45 AM

    Minecraft: Minecraft Beta 1.7.3
    OS: Windows 7 (amd64) version 6.1
    Java: 1.6.0_14, Sun Microsystems Inc.
    VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: GeForce GTS 240/PCI/SSE2 version 3.3.0, NVIDIA Corporation

    java.lang.NoClassDefFoundError: ItemCustomPickaxe
    at mod_Nether.<init>(mod_Nether.java:156)
    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:229)
    at ModLoader.readFromClassPath(ModLoader.java:1052)
    at ModLoader.init(ModLoader.java:739)
    at ModLoader.AddAllRenderers(ModLoader.java:126)
    at th.<init>(th.java:60)
    at th.<clinit>(th.java:9)
    at net.minecraft.client.Minecraft.a(SourceFile:318)
    at net.minecraft.client.Minecraft.run(SourceFile:716)
    at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.ClassNotFoundException: ItemCustomPickaxe
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClassInternal(Unknown Source)
    ... 16 more
    --- END ERROR REPORT 3d499a4a ----------


    The best explanation I have for this is you either forgot to install some required mods for aether, one seeming to include a file called ItemCustomPickaxe, I notice you don't seem to have PlayerAPI, ShockAhPI, or Audiomod installed on your minecraft according to this error report, though they may be invisible to the error report unbeknownst to me. Try installing those 3 if you haven't already and if that doesn't work, try reinstalling all of it. The required "tool" mods first then the mods like aether and corners and cars. Hopefully this works!
    Posted in: Minecraft Mods
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    posted a message on [V1.5.2]Smith_61 Mods: DNDTextures
    Quote from slango20

    help! minecraft says the newest version of mc extended is 1.6.6 not 1.7.3 like its supposed to be! :SSSS: :SSSS: :SSSS:


    It is for 1.7.3, Smith just screwed up when he updated it and it still says 1.6.6 from his last update. The mod_ file describes the mod name, he just neglected to change the 1.6.6 to 1.7.3.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0] Hippoplatimus's Mods - now open source
    Quote from CrismonDragmire

    I see this mod replaces the fd.class file in Minecraft.jar...

    There are any major incompatibilities with Better Than Wolves? I just started a new world with 1.93 and the latest version of this mod... I didn't see anything yet, fd.class afects BTW's Plataforms (elevators) and the Detector Block (at least when using the fd.class from Shock's API).

    Does someone know if I'll have major problems? I don't want to play without BTW and this mod is awesome for creating detailed houses/anything else...

    -EDIT-

    I just placed a torch on a stone block (Didn't place it) and the game crashed... =(


    Any mod that happens to overwrite the fd.class with better than wolves also installed will almost always cause this exact same problem, I've seen people complain about this same problem with the torches on every mod topic with a mod that replaces the fd.class, if you wish to use this mod, you may have to wait for better Minecraft forge compatibility from BTW and possibly forge compatibility from this mod.

    Speaking of that I have 3 things I would like to add for the modder.

    1. Minecraft Forge compatibility if you would be so kind my good sir, MCF is such an awesome API, only because it adds so many hooks to the base files, allowing many people to basically mod the same base file. I know you just moved to modloader compatibility, and you may already be coding something for MCF, I don't know, I'm just putting the request out there in case you didn't know.

    2. Love the paint roller and I am iffy on the paint sprayer, I would also love a possible "durability" on the paint brushes and possible roller, in which you have to re-dye it when it runs out or dye it with another color. Also maybe a way to "wash" the paint off a brush to use another color with it? Though with how cheap brushes are, that may not be practical.

    3. Since you have basically made up a code for truly dynamic textures, (you know, without the need to make a texture for EVERY possible texture you can make) would it be not too hard to code in footsteps (possibly a slightly darker than the block, square paint splotch under the foot) that would appear in sand and other related blocks, and possibly harder blocks like stone based on the amount of stuff in your inventory.

    Sorry for the wall of text, this mod just opens up so many possibility's for what can be done in Minecraft. Thank you for reading and good luck!
    Posted in: Minecraft Mods
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    posted a message on [API] Minecraft Forge
    Quote from Deornoth

    Long answer:

    ModLoaderMP based modding already makes it fairly simple to make an SMP compatible mod. As an example, I was able to make the server portion of my own mod go from nothing to fully working in less than an hour once I had the single player portion completed. For most mods, the process should be similar. Some large or invasive mods may take more depending on how much they add or change. All it takes is the mod author sitting down and doing it. This doesn't mean that every mod should be made SMP compatible, as some do things that would be... less than fun... with any amount of server lag or multiple players.

    Minecraft Forge's stated goals (interpreted by me) are simply to add more hooks to the base Minecraft files, so that mods which need features unavailable without modifying internal Mojang code can do so without doing that modification themselves. However, in order for this to work, any mod that needs a base hook (change in Mojang code) must use Minecraft Forge's version of the hook in order for it to be compatible with other Forge based mods.

    To go with this, it seems that in order to be included as a released feature of the Forge, any changes the Forge makes to Mojang code must be SMP compatible. This tremendously improves SMP modding capability and compatibility, as it means any mod that needs a feature the Forge provides, can make that feature available in SMP with almost no additional effort beyond the normal SMP modding process. It also means, barring block ID conflicts, any Forge based mods that are SMP compatible will also be compatible with each other.

    So, your question. Will there ever be a mod "just so godplayer that all you need is the SSP forge code?"

    No. Any mod, no matter what API (if any), will always need separate files for the client and the server. This is for technical programming reasons based on the design of Minecraft's code that no API can change without basically rewriting the entire server itself (possibly even the client, too).

    TL;DR answer: No


    Thank you for the reply, so basically as long as the modder spends a short amount of time on it depending, he can easily make any mod of theirs SMP compatible with this API?
    Posted in: Minecraft Mods
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    posted a message on [V1.5.2]Smith_61 Mods: DNDTextures
    Quote from decman117

    MCF only adds infinite sprites if the modder builds their mod to use it, MCX doesn't, they are incompatible, they do similar things in different ways


    This is wrong, though I see where you are coming from, because smith is too lazy to update/upgrade the op post to say what it really does, and I thought this same thing until he told me differently. If installed correctly it will increase to index to infinite and every thing should work fine and dandy, short of complying with MCF.

    For most people having problems make sure you actually manually drag the files into the jar. Even though it may look like it can go in modloaders mod folder, it will not work correctly, also make sure the preader is in the jar also.
    Posted in: Minecraft Mods
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    posted a message on [API] Minecraft Forge
    Quick Question, does the fact that forge has support for server, mean that any mod simply made for forge will be able to work for SMP? Say, I want to install better than wolves on a server, does the modder need to do anything on his part to make it server-compatible or is this API just so godplayer that all you need is the SSP forge code?

    Hopefully you understand what I mean, I want to know if any mod made for forge can automatically work for server if installed correctly. Thank you.
    Posted in: Minecraft Mods
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    posted a message on [V1.5.2]Smith_61 Mods: DNDTextures
    Quote from DarkGuard357

    i downloaded mc extended and i also have red power logic installed. when i had tried to destroy and collect the wiring it would destroy but i wasnt able to get the block. does it conflict?


    Are you sure its a problem with mc extended and not a feature of red power logic? Have you tried red power logic just by it self? Because if it is supposed to drop when broken by fist, then I am having the same problem, but I have too many mods on mine to bother going through another modding/downloading process.
    Posted in: Minecraft Mods
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    posted a message on [V1.5.2]Smith_61 Mods: DNDTextures
    Quote from Daveyx0

    Everytime I destroy a mod block it crashes on me with a saving chunks screen. Does anyone recognise this? Maybe incompatibility issues but I think I installed all the merged classes correctly. I could start over with modding my jar....I'd prefer solving it now :tongue.gif:

    And possibly doing a pastebin (pastebin.com) of the modloader.txt in your .minecraft folder and providing the link.
    Posted in: Minecraft Mods
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