• 1

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

    I have a quick question or two.

    So, I rent a server from Multiplay and they forced it to update to 1.6. One of the guys on my server was saved in the Twilight Forest (spawn point and all) before the switch. My question is: what will happen when he logs in now that Twilight Forest is not installed/compatible? Will he spawn in the overworld? Or crash?

    Also, is the TF data still saved somewhere in the world file and will it be accessible when the update is released and installed? Or is the area we explored there lost?

    Thanks a bunch!

    1. he will either crash out, forcing you to delete that player's data, or just spawn back in the overworld either with or without his stuff
    2. the TF dimension will not be touched as it is not part of vanilla MC, it will be ignored by MC, everything inside that dimension will be fine. Anything TF in the overworld or nether will be lost. When you reinstall TF, everything inside the TF should be fine. I stress should as there may be a few things that don't work 100% right, like the portals.
    Posted in: Minecraft Mods
  • 1

    posted a message on GridCraft(Tron)(1.4.7)(W.I.P) First Look at Tank on Last Page
    Quote from Iamshortman

    I have not worked on this mod in weeks. and truthfully i don't think i will ever work on it again. Both My Energy and Interest in this project have died after 6 months of getting now where very fast. I love the Vehicles and might make a stand alone mod with them(cause i spent hours of my time on them) but the grid will never come to reality. I just don't have the time or imagination to make it.

    just release the vehicles (and weapons if possible), the grid can come in the form of a Texture Pack. If you managed to get the sub working (even without the light trail) it would probably be the first underwater vehicle for MC.
    plus the bikes and light jet are FAAAAR better than anything from flan's mod right now.
    please don't fully abandon the mod, just leave the grid for later or someone else. I don't care if you can't get the light trails to work, the bikes themselves would rock enough. As would a fully functioning tank.
    Posted in: WIP Mods
  • 1

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

    Oh. That worked. They look great!
    The file is be here.
    To use it: Open the RPMechanical ZIP. Inside it, open eloraam folder then Machine folder. Make a backup of the machine1.png file, and then overwrite it with this one. Restoring is overwriting this file with the backup.

    or, just create a new ZIP and put that new PNG within the same folder setup inside the zip and load it as a TP.
    Posted in: Minecraft Mods
  • 1

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

    That's also ignoring the potential of other mod authors implementing their own versions of key RP features...

    1. MineFactory Reloaded has a rednet cable that works as well as RP's jacketed wire and perhaps jacketed bundled cable, only with analog support. It just got added to Forgecraft 1 at 1.5.2.

    2. Backpacks, originally by MightyPorks and maintained by Eydamos, could fill in for the canvas bags. The basic packs are like canvas bags and he has bags twice that capacity. Color is implemented also.

    3. Tinker's Construct allows for mixing alloys even better than RP's gem tools and has interesting ways of upgrading them.

    4. ComputerCraft allows for programming control on par with RP's computers and is in use by Direwolf20 to replace the frame quarry with turtles.

    5. Applied Energistics' logistics system is so powerful that you could supplant BC's pipes and RP's tubes in many cases if you have the quartz and power supply. Combine with tesseracts or ender chests and you can teleport also. Not to mention an early game grinder.

    Three of the remaining items of note (microblocks, marble, and basalt) are more aesthetic than practical. The seed bags are nice early game until golems come into play. That leaves the frames themselves as the primary real loss from RP2's absence.

    Any other key applications of RP2 that don't have potential analogues elsewhere?

    1. not a 1:1 replacement, sure it can do some of the things, but it is a solid block you can't walk through, and you can't use it to lay several independent lines of RS next to each other. plus MFR comes with other stuff for just that part
    2. I don't use the canvas bag, I actually use the enderpouch because it is far more powerful, especially when it is tied to an enderchest that is attached to a rig that does something I want it to do. I have several, 2 for remote recharging of IC2 stuff, 1 for depositing raw resources into my processing rig, 1 for access to the common resources in block form, 1 for my general stuff (and other enderpouches), and several tied into a reinforced rail production rig that lets me have access to all parts to restock it and gain access to the end products wherever I am.
    3. never used her gem tools, don't know why you are even comparing them
    4. CC and RP2 computers are vastly different, turtles and frame quarries are different animals and don't behave the same
    5. AE is cheating with its overly compact system and it's teleporting setups.
    6. Immibis has his own microblock replacement that works quite well
    not all of us use thumacraft so we don't get golems.
    Posted in: Minecraft Mods
  • 3

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

    RP does not need fool-proofing, it's not intended for fools.

    lol, fools still try to use it. otherwise you wouldn't have dumb questions about the mod and how to do simple things.
    Posted in: Minecraft Mods
  • 1

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Sedeena

    Bleh... :( This is one of my favorite mods, but I can't get it to work for the life of me!

    need the FML-client-0.log file.

    Quote from SlimeKing

    also, im using v523 of mo creatures (the latest one)

    we need the FML-client-0.log file to help you.
    too many things could be going wrong
    find it and paste it here inside spoiler tags
    it is found inside your .minecraft folder
    Posted in: Minecraft Mods
  • 1

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

    Applied energistics is the best sorting mod out there by far don't need a massive room full of chests and barrels which eventually causes a FPS drop. oh smart routing? how about direct instantaneous routing.


    IRON CHESTS FTW!, 108 slots per TNT (IC2 nuke actually) proof obsidian chest.
    drastically reduces the need for chests
    Posted in: Minecraft Mods
  • 1

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from AusGamers

    I get this error Everytime I try to start Up minecraft with Mo' Creatures mod. (Im using Magic launcher) It work for a while and then crashed? Im Using: Fossils And Archeology, PaleoCraft, LotsOMobs, MCA, Flans mod/s, Buildcraft, Optifine, Rei's mini-map, Forge and this?

    Edit: I deleted the Config for the Mo' Creatures Mod and it worked? Anyone know why?

    ---- Minecraft Crash Report ----
    // My bad.

    Time: 9/06/13 11:05 AM
    Description: Failed to start game

    java.lang.StringIndexOutOfBoundsException: String index out of range: -1
    at java.lang.String.substring(Unknown Source)
    at drzhark.mocreatures.MoCProxy.parseName(MoCProxy.java:1276)
    at drzhark.mocreatures.MoCProxy.initializeBiomes(MoCProxy.java:1228)
    at drzhark.mocreatures.MoCProxy.ConfigPostInit(MoCProxy.java:612)
    at drzhark.mocreatures.client.MoCClientProxy.ConfigPostInit(MoCClientProxy.java:735)
    at drzhark.mocreatures.MoCreatures.postInit(MoCreatures.java:479)
    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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
    at sun.reflect.GeneratedMethodAccessor3.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:314)
    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:186)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:166)
    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:314)
    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:103)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:213)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
    at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:733)
    at java.lang.Thread.run(Unknown Source)


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

    -- System Details --
    Details:
    Minecraft Version: 1.5.2
    Operating System: Windows Vista (x86) version 6.0
    Java Version: 1.7.0_21, Oracle Corporation
    Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
    Memory: 363154672 bytes (346 MB) / 518979584 bytes (494 MB) up to 518979584 bytes (494 MB)
    JVM Flags: 2 total; -Xms512m -Xmx512m
    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 v7.51 FML v5.2.19.723 Minecraft Forge 7.8.0.723 Optifine OptiFine_1.5.2_HD_U_D3 18 mods loaded, 18 mods active
    mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    FML{5.2.19.723} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    Forge{7.8.0.723} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    BuildCraft|Core{3.6.0} [BuildCraft] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    BuildCraft|Builders{3.6.0} [BC Builders] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    BuildCraft|Energy{3.6.0} [BC Energy] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    BuildCraft|Factory{3.6.0} [BC Factory] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    BuildCraft|Transport{3.6.0} [BC Transport] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    BuildCraft|Silicon{3.6.0} [BC Silicon] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    mod_ReiMinimap{v3.3_06 [1.5.2]} [mod_ReiMinimap] ([1.5.2]ReiMinimap_v3.3_06.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    mod_TooManyItems{1.5.2 2013-04-25} [mod_TooManyItems] (TooManyItems2013_04_25_1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    GuiAPI{0.15.6} [GuiAPI] (GuiAPI-0.15.6-1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    Paleocraft{Release} [Paleocraft] (1.5.2 Paleocraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    CustomSpawner{2.2.2} [DrZhark's CustomSpawner] (CustomMobSpawner 2.2.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    MoCreatures{5.2.2} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v5.2.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Errored
    FlansMod{2.3.1} [Flan's Mod] (Flans Mod 2.3.1 for Minecraft 1.5.2 Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    fossil{1.5.2 0005} [Fossil/Archeology] (fossil-archeology-Build_5_PreRelease.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized

    bad config setup, something wasn't updated properly when you added a mod. it happens
    Posted in: Minecraft Mods
  • 2

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

    Here is the client side log (too large to copy/paste)

    and here is the server side log

    both of those are the client logs...and all it shows is the player logging in then getting stopped...no error at all.
    though it does show the dimensional ID for the twilight dimension is different on the server than the clients, but that doesn't seem to be an issue.
    Quote from Benimatic

    That's a cute idea. I'll have to see what I can do about that.


    Man, everyone wants a house in the swamp and then they're sad about the mosquitoes. Maybe I should add citronella torches.

    I'll consider some sort of option, but the mosquitoes are part of a longer-term plan to make some outside areas in the forest somewhat dangerous. Only the swamp and the dark forest have monsters right now, but the plan is to renovate the snowy areas and the highlands into dangerous zones too.


    ooo. Citronella torches....how about bug spray as well! maybe even a bug repelling armor or enchantment!
    Posted in: Minecraft Mods
  • 1

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

    Would someone please direct me to the post concerning server portals trapping players in twilight portals?

    I installed correctly, there are no ID conflicts, Twilight Forest works fine on single player, I can spawn all blocks and mobs in server creative, I can even make the portal to the twilight realm on the server but as soon as a player steps in a portal, they are kicked from the server and trapped. If they re-log, their put into the portal again and kicked. Once the portal blocks are broken, it's safe for them to log in again. So I don't know if the Twilight Forest is even generating on the server. The server doesn't crash but no one can use a portal properly.

    I've checked my config files and everything looks fine. I'm at a complete loss as to why this issue is occurring.

    If there is someone willing to help me work through this it would be appreciated.

    Please let me know which files or information you need.

    FML-client-0.log file from one of the players when this occurs.
    Posted in: Minecraft Mods
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