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    posted a message on Sphax PureBDcraft (14/09/2019) - All resolutions / 100% complete
    Anyone have any idea how to install and enable GLSL shaders with the updated terrain PNGs via Engehenk?
    Posted in: Resource Packs
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    posted a message on Sphax PureBDcraft (14/09/2019) - All resolutions / 100% complete
    Quote from tf2jake

    you need a terrain.png, terrain_s.png and terrain_nh.png to have the GLSL shaders


    Fair enough, he provides those. The question I had is where do they all go?
    Posted in: Resource Packs
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    posted a message on Sphax PureBDcraft (14/09/2019) - All resolutions / 100% complete
    This may have been posted somewhere, but its location is eluding me.

    Can anyone describe and/or outline detailed instructions on enabling GLSL shaders (whats the deal with the additional terain.png's?) and other shader pack? Engehenk's vid looks amazing but I cannot figure out how to install it. THank you! This pack ROCKS!
    Posted in: Resource Packs
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    posted a message on [1.5_01] DungeonCraft v1.20 [Dungeon]
    Quote from sirgren »
    Quote from Latentk »
    To the OP: I have been trying to get this mod and PlasmaCraft to work together for who knows how long. Anything I do is simply not enough to get the game to run with the other installed.

    Already tried altering block and item ID's to prevent any conflicts. It seems even if I manage to get them to cooperate long enough to actually get to the main menu, when I click and attempt to generate a level, it crashes to desktop.

    I know you're probably busy, with this mod and RL, but I would like to ask if you can (at your convenience) see what it is about PlasmaCraft and your mod that make them so incompatible. It would mean a lot, and even if you do not, this mod is great. I hope if it is not resolved that notch's incoming modding API makes all of these issues a thing of the past.

    And thank you!

    Thanks for the well thought out post, I will check and edit this with the results.
    Edit: Can you try running minecraft with the console and post any errors that pop up? Use the [ code ] thing. Also, there are no class conflictions and you can change the IDs, so its not either of those.


    I can try that. Lemme learn how to have a console running, so I can cap those errors. I will edit this post when I find something as well!
    Posted in: Minecraft Mods
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    posted a message on [REQ] Organized Recipe Book
    So I know we are all used to simply spawning our items to play with. However, I wish to try and play the modded game as it should be, that is collecting all the mats and making things the hard way. This would be so much easier if there weren't 200 recipes to memorize, and some items have many layers of crafting involved.

    My request is that anyone who is capable creates an item in game (with unlimited uses, or perhaps slight wear like a real book, say 3000 uses or something) that appears as a book listing every recipe in your game, whether first party or mod.

    It could open to a table of contents upon right click, allowing you to select recipes within categories (food, materials, refined ores, tools, etc). From there you can view on a scrollable page all the recipes fitting into that category. On the bottom could be an arrow going to the previous category, and another going to the next. Or perhaps it could have tabs o the side allowing for quick access.

    Yes Risugami already made a very simplistic recipe book, but it is rather rudimentary and difficult to navigate. No offense intended, I view it as an excellent starting point for further mods. Hopefully people like this idea and modders take an interest to it. Thanks!
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.5_01] DungeonCraft v1.20 [Dungeon]
    To the OP: I have been trying to get this mod and PlasmaCraft to work together for who knows how long. Anything I do is simply not enough to get the game to run with the other installed.

    Already tried altering block and item ID's to prevent any conflicts. It seems even if I manage to get them to cooperate long enough to actually get to the main menu, when I click and attempt to generate a level, it crashes to desktop.

    I know you're probably busy, with this mod and RL, but I would like to ask if you can (at your convenience) see what it is about PlasmaCraft and your mod that make them so incompatible. It would mean a lot, and even if you do not, this mod is great. I hope if it is not resolved that notch's incoming modding API makes all of these issues a thing of the past.

    And thank you!
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    I have an odd problem. For some reason when I went to kill a DigDug bug, the second the bug died I had a Millenaire error flash up several times before MC crashed. Here is the most recent entry from the log:

    0.4.0b 06-05-2011 02:23:11 ERROR: MLEntityWife: : Exception in Villager.onUpdate():
    0.4.0b 06-05-2011 02:23:11 Exception, printing stack:
    0.4.0b 06-05-2011 02:23:11 java.lang.NullPointerException
    at MLEntityVillager.getHouse(MLEntityVillager.java:512)
    at MLEntityVillager.w_(MLEntityVillager.java:819)
    at et.a(World.java:1403)
    at et.f(World.java:1379)
    at et.g(World.java:1353)
    at net.minecraft.client.Minecraft.j(SourceFile:1334)
    at net.minecraft.client.Minecraft.run(SourceFile:694)
    at java.lang.Thread.run(Unknown Source)

    Any ideas what could be causing it? Obviously its a conflict, possibly with the MoreCreeps mod. Either way it ends in a crash.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Great work! Incredibly well done, and only improving with time! Excellent job and keep it up!
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Jah92 »
    So this mod wont work with fancypack...

    It does work with what I have: Balkon's weapon mod and Zans/Lahwran's minimap, also humans+ but i dont use it because the npc from humans will kill the villagers.


    I might recommend that you search for RPG Mobs. You could hire a few soldiers to protect your villages from here on out. The extra challenge would make for a fun game!
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016
    Can't wait for this update, this mod looks awesome! Keep up the great work!!
    Posted in: Minecraft Mods
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    posted a message on [Open Source, Abandoned] Pchan3's Mods
    Quote from pchan3 »
    Steamboat should be fixed now. I had two copies of the code one of which didn't include the fix that i uploaded for the last version (the mod_steamboat.class file). obviously used the wrong set.(only the steamboat was affected)

    so i had to re-update it. (redownload the whole zip file)

    should be craftable now. enjoy your super fast steamboat xD

    thanks for the video.

    btw. some have you might have noticed. my Airship video was pulled by youtube for inappropriate content...
    why? who ever did it, hope you want this fight. cause you have messed with the wrong Australian.


    Sigh... Whoever reported it is a punk. Love your work pchan, the Airship really makes it much easier to explore and have fun in your world! Any plans on adding newer and perhaps larger models? How about guns?

    And secondly, I had a question aboout the pirate mod. I love it, love shooting those turds out of the sky. However, is there any way you can create a config.txt or some GUI that would allow for adjusting their spawn rate? At first its pretty easy knocking one or two out of the sky, but eventually just like in your vid there are 10 or 20 overhead. Its manageable, but just curious!

    And keep up the great work!
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Battle Towers - Chicken Gliding - KODAICHI classics
    Credit to both the original mod OP and the new OP who has taken over in the downtime, AWESOME JOB! This is such a sweet mod. Already in combo with Millenaire and this you are adding so much to do and see in our worlds. It works flawlessy, with the one exception of for some odd reason no floor spawning any mobs. I did a flyby in an airship and when I actually went inside it was empty. Not that I am complaining! The boss was tough even while cheating! Lol!
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] DJoslin's Creations: [9 of 14 updated]
    Thank you for responding DJ, it is greatly appreciated. All of your time, efforts, and experience in making these mods. Thank you! And the problem seems to have gone away after a clean install. So nvm!
    Posted in: Minecraft Mods
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    posted a message on [1.5_01]Medkit Mod [my first mod!]
    Looks cool, and a great idea. I am sure over time with peoples suggestions and your own knowledge this mod can grow. Perhaps to a full complement of healing tools!
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] DJoslin's Creations: [9 of 14 updated]
    I seem to have a weird problem with FiniteWater. Whenever I create a world, the FiniteWater mod seems to raise the entire worlds water level a few blocks effectively drowning coastlines all over my world. This in turn leads to problems with mobs, caves, and Millenaire. Its really odd, not sure why.
    Posted in: Minecraft Mods
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