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    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | Metroid Cubed 4 now in development
    Quote from Thunderman2001»

    I don't know the guy who made MoBends A mod that adds smooth animations to the player but he might be a great animator. with the run jumps will be summer-salts and...that's all i can think of.


    Gobbob went MIA some time ago, and I have yet to hesr from hin again. I don't think he touches Monecraft modding anymore.
    Posted in: WIP Mods
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    posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]
    Quote from ThornVineRose»

    Okay. Are you helping with making the mod? Or do you know someone who made the mod? If you do please suggest 1.12.2 and more eye overlays.


    The mod is dead. Gone. Done for. As are many of the better mods of yesteryear. Prof. Hippo doesn't even log in on the forums anymore, as far as I'm aware.
    Posted in: Minecraft Mods
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    posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)
    Quote from hydras21»

    1.7.10 & 1.11.2 Of This Mod Doesn't Get Along with my Pc it All ways Eats up my Cpu & Memory its all 100% It only happends when Aether II is installed on both 1.7.10 & 1.11.2 the Game Messes up so Bad i Have to Open Task Manager & Force Minecraft to Shut Down If its not Freezing up & not responding my Computer says with a windows Pop up saying Close Programs to Prevent information Loss not only just that i had to Get another Computer Becuase Your Mod Cuased The Screen Of Death On My Pc so uh for the mod killing my other computer but Please fix your mod i really love this mod but i can't get it to stop it from what it does to my Computer main versons need fixing it all of them accept for 1.6.4 & 1.7.2 becuse they are not on there but 1.7.10 version if my fav becuase i use it with Orespawn

    not this is new information about Aether 2 & it's errors just wanting to let you know whats goin on what whats probibly happening on others computers when Aether 2 is installed also


    ...buddy, if this mod gave your computer a BSoD, you probably shouldn't have been playing Minecraft on it to begin with. You need to get a new computer that can actually handle modern games if that's the case.
    Posted in: Minecraft Mods
  • 3

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Years I've been gone from Minecraft, longer since I checked this forum...only the rare glimpse into old servers with old friends, to see what new tidbits Mojang had added, before hopping off after a half-hour or so. Yet in all that time, I knew that if I ever returned to Minecraft, your creation, your masterpiece would be one of the only key certainties to where I would decide to start, Azanor. I don't think that I ever will play this game like I once did, but what you created in Thaumcraft inspired me deeply, and was one of the very first sources I used to begin understanding game development at a deeper level. Your dedication to intricate lore, hinting at things beyond what the player can yet learn...your constant focus on bringing actions out of GUIs and into the world itself, while still understanding what's better-handled without that transition...and perhaps most of all, your establishment of a sense of permanence in progress and growth as the player delves into your work...I've seen whole games not reach this level of cohesive quality, let alone a mod for a game that seems to do everything in its power to hinder their development. So know that in any future projects of mine, no matter how big or small, I'll be thinking back in some way to my days sitting by a distiller, waiting for crafting tables to break down so I could crack open a bit more reasearch.


    Thank you, Azanor, for everything that you've done, and everything you will do for the world of gaming. We stand now on the shoulders of giants, and one of them happens to be a raygun-toting jellyfish. Stay safe, keep your chin up, and enjoy all the wonders life holds for you in these coming days.

    Posted in: Minecraft Mods
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    posted a message on Optifine CIT icons failing

    Let me preface this by saying that the last time I used CIT was back in 1.6.4, with MCPatcher rather than Optifine, so there may have been some updates to formatting I'm not aware of. That said, the pack I made worked fine at the time.

    The issue is, I cannot for the life of me get a custom texture for items to work. I left the files unchanged from their state in 1.6.4, and I have it set up so that if a diamond sword is given a specific name, it changes the texture to my unique sword design. Works all fine and well, except that it gives it a "missing texture" icon rather than the actual texture. Curiously, the files I have set up to change the texture of armor the player is actually wearing works fine, though the item icons of the armor are broken as well.


    I have the CIT files stored in assets\minecraft\mcpatcher\cit

    The file is named "item276.properties" as it was in 1.6.4

    The code contained therein is as follows:

    type=item
    items=276
    nbt.display.Name=Named Sword
    texture.diamond_sword=named_sword
    



    I have the pack.mcmeta updated to pack format 2, for all that's worth, and I'm using the latest version of Optifine HD Ultra for 1.10.2. If anyone could help me figure out what's going wrong here, it would be much appreciated.

    Posted in: Mods Discussion
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    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | Metroid Cubed 4 now in development

    No, I do not use shaders with this mod, I only used this mod and OptiFine together, and the error constantly appeared. Nothing else was installed.


    I'd still disable shaders and see what happens. Your graphics card may be incompatible with the shaders method used, which could easily lead to an OpenGL error.
    Posted in: WIP Mods
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    posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)
    Quote from chromecore4»

    im not sure you clearly understand what im trying to do. all i was looking to do was change the texture of the sky from black to blue or something like that

    I understand completely. Trust me on this one. It isn't worth learning what you'd be learning just to change the color of a sky. Even the simplest thing can be pretty nutty in this game, especially when it comes to new dimensions.
    Posted in: Minecraft Mods
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    posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)

    Edit: Rats, thought this would merge with my last reply...hope you guys don't mind the accidental double post, but if you do, I'll gladly PM a mod to have it removed.

    Posted in: Minecraft Mods
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    posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)
    Quote from chromecore4»

    well, i dont mind doing that ;) ill ask for permission first, but how easy would that be?


    ...it wouldn't be. Seriously, it just isn't worth it if that's all you're doing. If you're going to go to that extent, you may as well just start making your own mods. But, just to clarify a bit...
    The dungeon dimension implements a custom dimension type that dynamically spawns a structure, and only that structure. I imagine a simple way to do this would be to have the structure consistently generate at certain coordinates, and have the dimension spawn only air blocks naturally, but that's likely far too rudimentary for how complex their dungeon type is. So judging by that fact, their dimension is probably hooking into and around a lot of things.
    Now, to create that sky type, they would have to call on the cave world sky type, similarly to the Nether. This creates a sky that's a single, solid color, unaffected by a day/night cycle. With that sky type, it's fairly easy to set what the color of it is. Normally, it would therefore be easy to modify it as well. The problem is...I can't be sure if the Aether team hasn't modified it in some way, or calls on it in an odd fashion. In fact, they may have even called on it through a derivative method, which would complicate things even further. So it could be very hit-and-miss trying to get a change to sky color to work. And that's assuming that they're even using the method I predicted here.


    Quote from BrandonPotts»

    Not sure. :D

    Edit: Not sure what you mean though. Permission? It's a clientside thing so you'd have to distribute a modified version of the mod to all of your players and it wouldn't appear on our Cloud Network server listings.



    Permission as in asking you, the Aether team, permission to modify and distribute your mod files. Don't think they realize they'd need the source code to do what they want, though...

    Posted in: Minecraft Mods
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    posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]
    Quote from Bradley419»


    -snip-


    Read the OP. It says that this mod requires Animation API, which neither of you have.
    Posted in: Minecraft Mods
  • 2

    posted a message on Dragon Mounts r46 [WIP]
    Quote from gurujive»

    I got a good laugh out of this. I believe its got something to do with how the line on the back of the dragon changed or something.

    Due to recent changes in 1.9 and the dragon fight. From what I know the line that was located on the back of the dragon is now like around a block space above its back.

    So I would imagine that a saddle on a 1.9 dragon would be misplaced, or triangular.


    I may be completely wrong about all that though, but I do question if it is even possible for a dragon mount anymore.


    Dragon Mounts uses a completely separate model from the Vanilla Ender Dragon, so that's of no issue whatsoever.
    Posted in: WIP Mods
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    posted a message on Dragon Mounts r46 [WIP]

    when will the dragons finally breathe fire?


    What do you mean? They've always breathed fire. Just mount your dragon and press Alt and F4 together.


    If somebody actuallys wants to know, they should bother to actually read the thread first and see that the mod is pretty much dead in the water. However, if the author does ever start development again, breath abilities will come once the core mechanics of dragons (such as flying properly, not clipping through blocks or teleporting into them) are all ironed out properly.
    Posted in: WIP Mods
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    posted a message on The Betweenlands ~ A dark, hostile environment...
    Quote from TheCyberBrick»

    Balancing the progression is totally up to the user. We can't add integration for every single mod out there.

    While the latter part is definitely true (I can't stand seeing all the people begging for mod authors to make compatibility for things like Orespawn, Optifine, or - lord forebid - Superheroes Unlimited/Transformers), you should definitely consider eventually building some sort of Thaumcraft integration. Out of all of the mods I know of, Thaumcraft is one of the most likely to be used with your mod. The two mods have very similar themes, and the lore of the Betweenlands seems to almost fit with the lore of the Outer Lands. So at the very least, I would consider setting up some sort of Vis and Taint interactions related to the Betweenlands.
    Posted in: Minecraft Mods
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    posted a message on Sound Filters - A Client-Side Mod (adds reverb to caves, and a few other things)
    Quote from euphoria4949»

    Right, I understand. Yes, the buildings in those screenshots were made of sandstone and sand, so that explains it.
    I just thought as there was so much open sky above and nothing on 2 sides, especially in the first picture, you wouldn't expect much reverb, but the amount I could hear was huge, like standing at the bottom of a Ravine.

    Well either way, it's a small drawback in an otherwise awesome and in my book, essential mod.
    Thanks again for the explanation.

    You ever been in an area like that in real life? You'll definitely get reverb. Not huge reverb, but reverb nonetheless.
    Posted in: Minecraft Mods
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    posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*

    Uninstall Orespawn. Not even joking. That mod is awful when it comes to compatibility with other mods, and you'd do yourself a world of good by getting rid of it and replacing it with...well, anything else. You will almost never have a mod setup where that mod doesn't screw with almost every other mod you have installed.

    Posted in: WIP Mods
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