• 0

    posted a message on [WIP] Equivalent Exchange Reborn

    Actually you should RESUME your version of the mod, yours is superior on the documentation side and doesn't rely on videos. (By the way, Videos are NOT documentation, without a transcript at the very LEAST, since they aren't searchable!)


    Your front page shows what you have, how it works, and also a name that makes you stand out on Google searching if you want a modernized version of EE2, ProjectE got none of this.

    If anything, ProjectE should have merged with yours.

    Posted in: WIP Mods
  • 0

    posted a message on April Fools In Minecraft?
    Well for the skin I made a post on how to get Steve back at least. http://www.minecraftforum.net/topic/2530159-everyone-is-a-villager-im-laughing/#entry30168079

    And for the sounds, silencing the music will stop that, as for the rest, fetching a sound pack like the retro sound pack will solve that problem.
    Posted in: Discussion
  • 0

    posted a message on Everyone is a villager, i'm laughing
    If you dislike the crappy Villager skin (Misplaced head and not nice at all) you can block it and get default Minecraft Steve.
    To do that on Windows you need to change the hosts file, and basically route the call to the Minecraft server to nowhere.

    The file is in C:\Windows\System32\drivers\etc and is just called "hosts"
    Open that file in a text editor of your choice (You may need to disable MS' wussy anti admin system)
    In there you add this line at the end: 127.0.0.1 skins.minecraft.net
    That will tell Minecraft that the server for the skins is located on your computer which it isn't so it gives you default Minecraft Steve back.

    Naturally once this 1st April crap is done, you will of course have to remove that line anyway to get your skin back.
    Posted in: Discussion
  • 0

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Granted Forge now has support for 4k Block IDs...
    but WHY does this mod consume so many? Perhaps you should metadata a few of them for the future, especially if you plan on running a tandem with other mods, and you have worlds already made, at which point moving say Redpower's block IDs is quite impossible (Major breakage)
    And reassigning all the block IDs that Divine RPG uses is quite a bit.

    If you metadata all the similar ones using damage values (Old trick from Industrialcraft) when the blocks do not need that data for anything will save IDs, and make rearranging your mod to play nice with others, quite less painful.
    As for me, I sadly went with throwing the mod out, but it is something to consider if you get a lot of block ID conflict reports in the future.
    Posted in: Minecraft Mods
  • 0

    posted a message on [MC1.8.1][BC2.2.2-2.2.5][Rev31] BuildCraft Teleport Pipes - Now Called AdditionalPipes!
    Quote from YouTubeFreak

    You said that I have to install your mod in the mod folder. But how? Do I just have to drag the zip file I downloaded directly in there and that's it? I tried this but it just won't work, even if I extract it, Minecraft always crashes.


    Wel it is still 1.8.1. So you CANNOT use it with 1.0.0 no matter how much you want to.
    Posted in: WIP Mods
  • 0

    posted a message on [MC1.8.1][BC2.2.2-2.2.5][Rev31] BuildCraft Teleport Pipes - Now Called AdditionalPipes!
    Quote from DavidA122

    try half the people in my school -.- i'm not evening joking :/

    on a side note, can't wait for the 1.0 release, it's my last mod! woop!

    and i have a few feature requests that i hope might be fairly easy to implement...

    1) when pressing f9, could a green box appear at the space where the chunkloading block is, for those of us that have buried them and lost them (yes, i'm a bit forgetful :tongue.gif:)

    2) maybe set frequency 0 to a "master frequency", so that any pipe sending on freq. 0 would send to all pipes, and any receiving on 0 would receive from all pipes?

    3) compatibility with the logistics pipes, although this may be extremely complex, from the looks of how his mod works

    so sorry for the wall of text, but i hope you read this zeldo, because i'd love to hear from you on these matters, especially number 3 :biggrin.gif:


    And this is where my plans broke :tongue.gif: yeah I am in the same cart, this is also the last mod that I am awaiting an update for.
    Forestry forced me to use it for the Peat power plant as regular buildcraft just overfilled the engines rather than splitting the load, and there were no way to create an overflow system...

    Oh well, I can wait, I am in no hurry, Notch / Jeb is appearently, but they cannot compete, even though they think so :tongue.gif:
    (Mods are where the fun is at.)
    Posted in: WIP Mods
  • 0

    posted a message on Railcraft 9.2.2.0
    Well in the ideal case, thats the mod managers I have seen for other engines, naturally what Notch will introduce is uncertain.
    But the engine will need a little overhaul first, like what the OpenTTD guys did, they went on a smashing spree for limits of their engine.
    I remember quite a few posts where the developers got a post on their forum of a certain limit and then later it was permanently fixed...
    Posted in: Minecraft Mods
  • 0

    posted a message on Railcraft 9.2.2.0
    Quote from Dony477

    So, you are saying that one day all old mods, will be compatibile with 1.0.0 ?


    No, one day all mods or most mods will most likely be version independant from Notch' work.
    In other words, you can update your Minecraft and the mod you had before will work, thats the beenfit of a mod manager from the get go.
    Unfortunatly, dragons and other front end stuff has the priority and the mod manager is on the back burner, fortunatly Forge is surging ahead and showing Notch and Jeb how it is SUPPOSED to be done :tongue.gif:
    Also I would say that the Minecraft engine needs some limit squashing such as the block and sprite limit.
    Posted in: Minecraft Mods
  • 1

    posted a message on Railcraft 9.2.2.0
    Quote from Quaksen

    SirSengir (author of the Forestry mod) posted the following in his thread, after looking at the ModLoader log file:
    "There is your problem. The NullPointerException masks the block id conflict that occurs before. If you fix the block id conflict, I wager that the problem with the ore dictionary will vanish as well."
    It was a block ID conflict that was hidden by the NullPointerException - after solving the block ID conflict, Loren Larsa got it working :smile.gif:


    Yep, just wish Notch and that there would be a nice common error report :tongue.gif: sometimes the Minecraft crash log shows a block conflict and sometimes the Modloader.txt
    But anyways it is a better system than a simple screen saying: "An error has occurred and Minecraft must be shut down." because those are of no help.
    Thanks to both authors, there are some mod authors here I have on my "shitlist" who I consider having a really bad attitude...
    BUT! CovertJaguar and SirSengir (Author of the forrestry mod) are NOT on that list, I put them in the box of the most helpful and good authors out there, keep up the good work and thank you for tracking down the issue...
    Finally minecarts might not be obsolete technology anymore :tongue.gif:

    Now to help out the authors, NO this mod is not compatible with Minecraft 1.0
    The reason is that MCP (Minecraft Coder Pack) and Forge ain't updated.
    I guess Forge is a bit sketchy, Eloraam is updating it? Or is it abandoned?
    But these are prerequesites for the mod to work...
    Blame Notch for not prioritizing properly and giving them a proper mod interface from the get go and rather focus on stupid dragons :biggrin.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on Railcraft 9.2.2.0
    Quote from CovertJaguar

    Hmm...I was kind of at a loss for the post recipe. I'll try to come up with something more unique.


    Nice attempt though, but it seems the issue goes deeper.
    I appreciate you trying, it could be that Forestry also has some dictionary issues.
    Mods loaded: 26
    ModLoader Beta 1.8.1
    mod_BCIC2Crossover 0.75 for MC 1.8.1, BC 2.2.5, IC2 1.23
    mod_BuildCraftCore 2.2.5
    mod_BuildCraftBuilders 2.2.5
    mod_BuildCraftEnergy 2.2.5
    mod_BuildCraftFactory 2.2.5
    mod_BuildCraftTransport 2.2.5
    mod_CraftGuide 1.2.2
    mod_EE Equivalent Exchange v5 for 1.8.1
    mod_IC2EE Equivalent Exchange IC2 Addon 1.0.0
    mod_IC2 v1.23
    mod_IC2Thermometer v1.15
    mod_NetherOres 1.8.1R1.0.2
    mod_PowerConverters 1.8.1R1.2.3
    mod_RedPowerArray 2.0pr3b
    mod_RedPowerCore 2.0pr3b
    mod_RedPowerLighting 2.0pr3b
    mod_RedPowerLogic 2.0pr3b
    mod_RedPowerWiring 2.0pr3b
    mod_RedPowerWorld 2.0pr3b
    mod_Forestry 1.0.8.5
    mod_TooManyItems 1.8.1 2011-09-27
    mod_RecipeBook Beta 1.8
    mod_SdkFlasher 1.7.3v1
    mod_SdkGuns 1.7.3v1
    mod_Planes 1.8.1v16

    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 12bd8519 --------
    Generated 25.11.11 17:29

    Minecraft: Minecraft Beta 1.8.1
    OS: Windows 7 (amd64) version 6.1
    Java: 1.6.0_22, Sun Microsystems Inc.
    VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: ATI Radeon HD 5900 Series version 4.0.10315 Compatibility Profile Context, ATI Technologies Inc.

    java.lang.NullPointerException
    at ul.<init>(SourceFile:42)
    at railcraft.common.OreHandler.registerOre(OreHandler.java:37)
    at forge.MinecraftForge.registerOre(MinecraftForge.java:101)
    at forestry.OreHandler.initBronzeChain(OreHandler.java:108)
    at forestry.ForestryCore.ModsLoaded(ForestryCore.java:351)
    at forestry.ForestryClient.ModsLoaded(ForestryClient.java:85)
    at mod_Forestry.ModsLoaded(mod_Forestry.java:37)
    at ModLoader.init(ModLoader.java:832)
    at ModLoader.AddAllRenderers(ModLoader.java:186)
    at aam.<init>(aam.java:61)
    at aam.<clinit>(aam.java:10)
    at net.minecraft.client.Minecraft.a(SourceFile:259)
    at net.minecraft.client.Minecraft.run(SourceFile:629)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT bf516530 ----------
    Posted in: Minecraft Mods
  • 0

    posted a message on Railcraft 9.2.2.0
    I got quite a jumble of mods, and I thought I might add RailCraft to the mix to see if I could have some fun with minecarts (Furnace cart is useless, and buildcraft have made normal minecarts obsolete so far.)
    However, the problem is that I get a crash with a forestry addon (Buildcraft inspired automated treefarm.)
    And it seems to crash at ore generation, any ideas to this mess?
    I assume it is Railcraft that is to blame since it was when the issue arised but:
    Mods loaded: 26
    ModLoader Beta 1.8.1
    mod_BCIC2Crossover 0.75 for MC 1.8.1, BC 2.2.5, IC2 1.23
    mod_BuildCraftCore 2.2.5
    mod_BuildCraftBuilders 2.2.5
    mod_BuildCraftEnergy 2.2.5
    mod_BuildCraftFactory 2.2.5
    mod_BuildCraftTransport 2.2.5
    mod_CraftGuide 1.2.2
    mod_EE Equivalent Exchange v5 for 1.8.1
    mod_IC2EE Equivalent Exchange IC2 Addon 1.0.0
    mod_IC2 v1.23
    mod_IC2Thermometer v1.15
    mod_NetherOres 1.8.1R1.0.2
    mod_PowerConverters 1.8.1R1.2.3
    mod_RedPowerArray 2.0pr3b
    mod_RedPowerCore 2.0pr3b
    mod_RedPowerLighting 2.0pr3b
    mod_RedPowerLogic 2.0pr3b
    mod_RedPowerWiring 2.0pr3b
    mod_RedPowerWorld 2.0pr3b
    mod_Forestry 1.0.8.5
    mod_TooManyItems 1.8.1 2011-09-27
    mod_RecipeBook Beta 1.8
    mod_SdkFlasher 1.7.3v1
    mod_SdkGuns 1.7.3v1
    mod_Planes 1.8.1v16

    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 12bd8519 --------
    Generated 25.11.11 03:05

    Minecraft: Minecraft Beta 1.8.1
    OS: Windows 7 (amd64) version 6.1
    Java: 1.6.0_22, Sun Microsystems Inc.
    VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: ATI Radeon HD 5900 Series version 4.0.10315 Compatibility Profile Context, ATI Technologies Inc.

    java.lang.NullPointerException
    at ul.<init>(SourceFile:42)
    at railcraft.common.OreHandler.registerOre(OreHandler.java:37)
    at forge.MinecraftForge.registerOre(MinecraftForge.java:101)
    at forestry.OreHandler.initBronzeChain(OreHandler.java:108)
    at forestry.ForestryCore.ModsLoaded(ForestryCore.java:351)
    at forestry.ForestryClient.ModsLoaded(ForestryClient.java:85)
    at mod_Forestry.ModsLoaded(mod_Forestry.java:37)
    at ModLoader.init(ModLoader.java:832)
    at ModLoader.AddAllRenderers(ModLoader.java:186)
    at aam.<init>(aam.java:61)
    at aam.<clinit>(aam.java:10)
    at net.minecraft.client.Minecraft.a(SourceFile:259)
    at net.minecraft.client.Minecraft.run(SourceFile:629)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 3ee32731 ----------

    I can live without Railcraft, but if Minecarts could become useful, it would be great.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.8.1] Disable Hunger Bar and Tweak Runing Mod
    Excellent mod, finally we can get rid of the crappy **** Notch put in, if I wanted hunger I would stick with real life.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.2] FiniteLiquid v5.93
    I noticed that your mod fries blocks too and not just organic matter.
    Is this normal? Any way to prevent it?
    The reason is I am building a nuclear reactor in IC with a boiling effect for the water that is added to it... However, as long as the cables are "cooked" it is kinda hard.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.2] FiniteLiquid v5.93
    Quote from Solaria

    Is this compatible with Mo' Creatures, TooManyItems, and SinglePlayerCommands?


    Mo Creatures? Dunno, TMI and SP Commands? Yes! I am running those right now.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.2] FiniteLiquid v5.93
    I am presently stress testing the reactor on FL liquid and so far it seems to work, I am making it chug through stacks of Uranium ingots to see if it goes boom or not...
    Also had to set up an automated pump in my reservoir for the reactor.
    Posted in: Minecraft Mods
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