• 0

    posted a message on What are the best combined 3d gun packs?

    im looking for a diversity of 3d guns to go with flans if possible without conflicting.

    Posted in: Mods Discussion
  • 0

    posted a message on Having issues with curse launcher mods for 1.7.10

    bump...

    Posted in: Mods Discussion
  • 0

    posted a message on Having issues with curse launcher mods for 1.7.10

    file was too big to post in here so

    https://justpaste.it/1fqyr


    windows is 64 bit

    grabbed lastest 64bit java online

    cant make a world with mods on because it crashes at loading

    i even tried with just portalgun and ichuns mod but it will crash and say ichun is the problem

    Posted in: Mods Discussion
  • 0

    posted a message on Having issues with curse launcher mods for 1.7.10

    still no suggestions huh? :/

    Posted in: Mods Discussion
  • 0

    posted a message on Having issues with curse launcher mods for 1.7.10

    So I started trying to build a pack and regardless of the mod that I put in, They all give the forge mod loader an exception error and that seems strange to me as i dont recall having that issue over a year ago.


    I created a pack, chose 1.7.10, grabbed the latest forge that it gives me in the options, i have the latest java 64bit (1.8.0.25 i believe)


    mods ive tried so far

    portalgun - crashes, if turned off - loads fine

    zelda skills -same thing for both results

    enhanced portals 3 - same thing


    even optifine wont work. it says its looking for jvm arguments but ive tried with it jmvs enabled and disabled and get same results


    not sure what i am doing wrong here...

    Posted in: Mods Discussion
  • 0

    posted a message on questions and requesting a custom modpack commission for hire if thats allowed?
    Quote from MauveCloud0»


    Yes, it increases the block (and maybe item) id limit, but your listed reason for wanting that (i.e. so you have more room to deal with id conflicts) doesn't make sense to me if I'm right about Forge's handling of the ids. That's what I meant about the purpose being different.



    I'm not aware of a mod that changes the biome id limits - I saw a comment on NEID requesting the feature, but the author said it was too hard (given some of the quirks of biome ids, like using 128 as an offset for variant biomes, I can believe it). However, you might take a look at BiomeTweaker. Maybe it can help you at least get closer to what you're trying to do.

    alright. thanks again mauve
    Posted in: Mods Discussion
  • 0

    posted a message on best arguments i can run for performance?

    any specific arguments i should run to get the most performance? planning to heavily mod a local instance as best i can

    windows 10 64bit

    8gb ram

    i7 6700 2.6ghz quad processor

    nvidia 960m

    Posted in: Discussion
  • 0

    posted a message on questions and requesting a custom modpack commission for hire if thats allowed?
    Quote from MauveCloud0»

    For #2, I think in 1.7.10 (and possibly some earlier Minecraft versions as well) Forge itself handles item/block ids automatically, so mods that make you configure those manually are doing something wrong. Other IDs like for entities and biomes are a different story, and Anti Id Conflict can presumably help you figure those out.

    For #3, there's Not Enough IDs, though I think the purpose might be a little different than you describe.


    Maybe i guess i didnt word number 3 correctly or something if you think it has a different purpose. I was simply trying to find something that simply increased my id limit past.. i think max is 25565? or something like that and I had issues fitting every conflict at the time.

    for number 2. thank you, i will have to look into that as biomes were also an issue for me as i wanted to jam as many different biomes into the world as i could as well only to find out later that you could only select 1 biome modpack in world creation at a time, rendering my desire null and void at the time.

    thank you for the quick response on these questions.

    Posted in: Mods Discussion
  • 0

    posted a message on questions and requesting a custom modpack commission for hire if thats allowed?

    so ive been gone from the minecraft scene for about a year and a half after my computer died and recently got a new one. I made a what i think was a large modpack (450-580 mods) for local play with my friends and i lost it due to my pc dying. I want to create a new one, i honestly do but the last time i did it it took me about 2-3 days to get it all bug free and actually able to log into the game without crashing. I want to try and keep the post short but it might drag on.. sorry about that.


    straight forward questions.


    1.Is there a group we can actually hire to build the modpack for a price? They try and get every mod im after and test it, fixing any errors so it is playable? Not sure if something like that would be against the tos or something for someone making money for doing that or w.e... but figured id ask incase it was ok.



    2. if i do have to just manually do the modding myself again... is there mods that

    1.replicates the pack a punch, a random weapon generator like a slot machine or mysterybox WITHOUT needing to do any commandblock stuff (never learned how to mess with command blocks yet) my friend is greatly addicted to zombies so wanted to see if i can make a fight to the death mode thing...



    2. is there a mod that either

    1. if 2 mods have duplicate items between each other, renumbers one to a new item id not being used,

    or 2. deletes one of the duplicate items (IF any exist) to avoid having to go in and manually edit item id's anymore when conflicts come up.

    OR

    3. increases the maximum item id limit so I actually have enough room to easily change a conflict to a random higher number and be done with it.


    Hopefully I made enough sense for these questions and get some positive or at least not hateful feedback that will help me in the right direction.

    Posted in: Mods Discussion
  • To post a comment, please or register a new account.