The code is hosted on labnol.googlecode.com.
Of course, that Google site has been given permissions to load when I visit this forum, and that is all that should be needed.
I have not seen NoScript block googlecode.com once it's been allowed on that tab, before.
So you have to ask why this file?
The only logical answers are because of a bug, or because it's violating the XSS or ABE rules
A bug is unlikely, since it seems to only be this one specific file (so far, i admit) on googlecode.com that it has issues with.
I looked at the code, need formatting, but it's clean and easy to figure out, once formatted.
Other then changes in the embeded binary code hidden in it, it appears the be the same.
as the official version displayed at Labnol's Website.
As a matter of fact, Labnol's Website's version works just fine for me.
Maybe you should very seriously consider following their suggestions in using it.
- I'd use the version they use, just in case NoScript is finding issue with the embedded binary code.
- This forum's Home Page links to that script 1 time for each news entry on it, and I can see ,currently, see 10 Articles, that means there are 10 copies of that script running, ATM!
- That means, embed the code ONCE per page. You can reference a script file in the <head> and it will detect the 10 or so entries .......
- Host the script on your server, don't hotlink it from googlescode.(His request not mine, but a good one and will solve the "Not Loading" bug)
- They link to a much smaller, and annotated version at http://ctrlq.org/code/19452-embed-youtube-with-javascript , that you should use instead
0
is this mod dead?
I cant find anything for 1.12+
0
Add-ons for the Bedrock version and DataPacks for the Java version.
Both are good starts for adding more mod support to the base game,
but more is needed.
So for a starter, I'd like to suggest that DataPacks are incorrectly utilized.
They are currently installed into a sub-folder for a specific world, but
if we want to play it in multiple worlds we have to drill down through the file system
and copy the datapacks to the new world's folder each time.
And Bedrock's Add-on support should be part of the Datapack's capability, too.
They should also be placeable in a universal folder that every world can access.
Maybe even have an in-game gui to enable/disable the one you want.
Without better mod support, developing, maintaining and using mods will just get more difficult.
The Add-ons and DataPacks are good start, and I sincerely hope they continue adding functionality to them.
0
FIgured out that the void island mod i was using didn't support using the data block to set SPAWN_POINT.
0
I'm using structure blocks to create an island template for a skyblock modpack and I'm having 2 problems.
I placed a Structure Block in Data Mode , and the words SPAWN_POINT as its contents.
The block is sitting on the floor where i want the Players Spawn Point to be moved to.
The island is a cave, so the block is inside a box, basically.
When I use the template it works.
The player is TP'd to his new island when he uses the create command, but the Data Block is still present,
the player appears stnding on top of it.
As I understand it, once the template is loaded into the game, the Data Block should execute its command and get deleted.
What am i doing wrong ?
The next problem is that i have also tried testing it onto a basic server, with it Void Island Control Mod and Forge being the only things installed on it
The void mod loads but doesn't make a void world.
0
Thank You, but the Twitch Launch doesnt run on my computer, and they havent figured out why yet.
Also, that modpack probably controls the world spawn points, not the player spawn points.
I believe I have to use Structure Blocks in data mode to do, but havent gotten it to work yet
0
I'm trying to make a personal modpack that uses the Void Island Control to make a skyblock style game
with underground caves instead of islands.
Similar to the StoneBlock Modpack, but I dont know how to set each player's spawn point at their new cave.
I know the structure block has a bug that causes players to spawn at the top most level, instead of inside a hollow area.
So how can I set it?
0
I'm trying to learn to use integrated circuits on an smp server (v59.1.13 on mc 1.7.10) and am having some problems i'd like to ask about.
I've noticed that the input/output directions of the final circuit are the same as laid out in the clean room when you were designing it.
i.e If you place the input on the South side and output on the East side, then every time you place the compiled circuit the input will
be on the South side and the output on the east side.
This means i have to make a chip for a specific layout and orientation, and will have to redesign the circuit, if i want to use it multiple times
in different parts of a circuit with different orientations.
Circuits I have made won't work unless I use the screwdriver to change the direction the texture on the top surface points at.
What's the purpose of the top texture? what do the different settings mean?
0
Generally, a .NoClassDefFoundError means you have the wrong version of a mod or dependency installed.
You need to check the version requirements for every mod you're using.
0
Then beforre anyone can try to help you, you'll need to post more info.
What OS are you using? (64bit or 32bit ?)
What version of Java are you using? (64bit or 32bit ?)
Open the Java applet on the control panel and check how many installations of Java it finds and what versions.
Do you use the official Launcher to run the game? ( if so, which version?)
If not, what do you use?
What is the entire error message? (place in a spoiler tag)
spoiler tag contents
0
I've had similar errors in the past, which were fixed by completely uninstalling Java and reinstalling it.
I haven't had this error since I switched to the 1.6.x launcher which uses Mojang's version of Java
0
The SMP server I play on is having problems with the mechanical and pressurized pipes will stop functioning when their chunk is unloaded, reloaded.
when a network reader is used on them , is says, no network detected.
0
You should read it , yourself.
You'll learn to debug these crashes yourself, and fell good at having learned to do so.
This is the ouput right before, during and right after the first fatal error
[20:21:24] [main/INFO] [STDOUT]: [codechicken.core.launch.DepLoader$DepLoadInst:download:343]: Download complete
Downloadingfile http://files.minecraftforge.net/maven/codechicken/CodeChickenLib/1.7.10-1.1.3.127//CodeChickenLib-1.7.10-1.1.3.127-universal.jar[20:21:24][main/INFO] [STDOUT]: [codechicken.core.launch.DepLoader$DepLoadInst:checkExisting:431]: Deleted old version CodeChickenLib-1.7.10-1.1.1.110-universal.jar
[20:21:30] [main/INFO] [STDOUT]: [codechicken.core.launch.DepLoader$DepLoadInst:download:343]: Download complete
Here you see, a mod has requested CodeChickenLib-1.7.10-1.1.3.127 and its downloaded after
CodeChickenLib-1.7.10-1.1.1.110 is deleted
[20:21:30] [main/ERROR] [FML]: Unable to read the jar file CodeChickenLib-1.7.10-1.1.1.110-universal.jar - ignoring
java.io.FileNotFoundException: /home/dipanjan/.minecraft/mods/1.7.10/CodeChickenLib-1.7.10-1.1.1.110-universal.jar (No such file or directory)
And here you'd will see that a mod has requested CodeChickenLib-1.7.10-1.1.1.110 be loaded.
But it can't be, because it wa just deleted.
to fix this, you have to figure out which mod is still using CCL 110 and update it, or downgrade everything else that uses v 127 to use 110 instead
0
You 2 choices , you can download the world's save files and use mcedit to remove the offending block.
Or you can use world edit to delite the block while the server is running.
Using WE will be a bit tricky.
You'll first have to edit your character file to move you far away from the game crashing block.
Then read the crash log to get the details, it should list the coordinates and item id of the offending block.
If needed , read the WE wiki on the commands needed.
For a beginer to WE, I would suggest you use the commands to select the objects coords twice.
For example if it's at 1000x 65y 2000z, then set 1000x 65y 2000z as both corners of the selected area.
Then expand the selection Up 1, Down 1, North 1, East 1, West 1 and South1 block each.
The use the command to turn one ID into another ID and turn the offending block into ID 0 ( zero for an Air Block)
0
Great Idea !
Don't wait for Mojang to something this, though, just use the mod ........
0
https://github.com/Chicken-Bones/NotEnoughItems/issues/148
This post on his github should help