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    posted a message on [1.7.10] Ropes+, now with Hookshot and 3D Ziplines!
    Alright I figured out the problem I am having. the Djoslins Rope portion of the mod *does* use block id 242. I was poking around my /mods directory and noticed the config file. I deleted it, thinking it was a left over, after looking at it, then changed BTWs handcrank back to 242. game crashed, and the djoslin config file was back. So. Yes, Ropes+ does u se block id 242. Problem figured out! *flexes tail*
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.3] Mystic Mods (Dungeons, Ruins, Ores, Vines, Stones)
    Im using one of the un-official updates for Mystic Stones, and Im getting a java error in modloader.txt that I cannot Identify (Im not a programer, but I've gotten adept at figuring out errors with minecraft mods)


    FINER: THROW
    java.lang.ExceptionInInitializerError
    at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
    at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
    at java.lang.reflect.Constructor.newInstance(Unknown Source)
    at java.lang.Class.newInstance0(Unknown Source)
    at java.lang.Class.newInstance(Unknown Source)
    at ModLoader.addMod(ModLoader.java:275)
    at ModLoader.readFromClassPath(ModLoader.java:1114)
    at ModLoader.init(ModLoader.java:825)
    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)


    Im running the following mods
    Modloader, modloadermp, audiomod, MCforge, guiapi, modoptionsapi, recipebook, ropes+, turrets, crystal craft, multi-use doors, and better than wolves.

    Anyone have any ideas? I get this error *AFTER* I install mystic stones at the end of the above list of mods
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] Ropes+, now with Hookshot and 3D Ziplines!
    Getting an odd conflict


    FINER: THROW
    java.lang.IllegalArgumentException: Slot 242 is already occupied by [email protected] when adding [email protected]
    at lr.<init>(Block.java:51)
    at FCBlockHandCrank.<init>(FCBlockHandCrank.java:24)
    at mod_FCBetterThanWolves.InstantiateBlocksAndItems(mod_FCBetterThanWolves.java:706)
    at mod_FCBetterThanWolves.<init>(mod_FCBetterThanWolves.java:24)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
    at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
    at java.lang.reflect.Constructor.newInstance(Unknown Source)
    at java.lang.Class.newInstance0(Unknown Source)
    at java.lang.Class.newInstance(Unknown Source)
    at ModLoader.addMod(ModLoader.java:275)
    at ModLoader.readFromClassPath(ModLoader.java:1114)
    at ModLoader.init(ModLoader.java:825)
    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)


    Better than Wolves works fine without Ropes+, and Ropes+ works fine without BTW. When I have them both installed I get this throw. I know that the problem exists somewhere between these two mods due to testing back and forth multiple times.

    What is odd is that the configuration file for Ropes+ does not indicate that it is using Block ID 242, and in fact is using Block ID 115. So I have no idea why this is coming up.

    Unless Ropes+ is using block ids its not telling me >.>

    Im going to try changing the BTW block idea for the handcrank and see if it works, but for now my point to posting this is the error coming up even though Ropes+ does not appear to be using block id 242

    Any ideas?

    EDIT: Switching the handcrank ID from 242 to 220 fixes the problem, it loads ok. Which brings me back to, "why was I getting this in the first place?". Does Ropes+ actually use 242 somewhere?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7] Huge Trees are Huge v2.3.2
    Do the large/giant trees ever spawn naturally?
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!
    Quote from cactusplant

    Hey, love this mod. But i have one suggestion!

    A power converter. Yes it does sound like it should suit IC, but I think a power converter than can convert power from windmills and waterwheels and give a redstone output would be fantastic. The windmills and waterwheel would be brilliant for generating power in redstone form.(I wanted to use the waterwheel to power a piston + power a pump from Build craft) And im pretty sure there would be many more usages for a power converter.

    Thanks, Keep up the good work.

    - Cactus.


    Power converter seems like an awesome idea and I fully vote for it :biggrin.gif:

    To people who say to use redstone torches: Windmills and Waterwheels are way cooler, and would be great for aesthetics on top of that. :tongue.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8.1/1.0.0/1.1.0]Coupon's Mod Updates
    Coupon -> What sort of incentive would you need to move Mystic Ores up the list? :biggrin.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8.1/1.0.0/1.1.0]Coupon's Mod Updates
    Quote from MinerMarcus2k9

    Ok, i was just making sure it was allowed :smile.gif:


    +1 for being civil in your questioning, rather than simply flaming and trolling. :biggrin.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8.1/1.0.0/1.1.0]Coupon's Mod Updates
    Quote from ChE_clarinetist

    That's fair. Also thanks for being civil about it instead of flaming.


    refreshing isnt it?
    Posted in: Minecraft Mods
  • 0

    posted a message on I think Minecraft could really use an aggressive water mob
    Quote from zeel

    GIANT SQUID!!!!!!!!!!!

    ^^^'nuf said


    This is what I'd like to see, though I was going to call it a kraken :biggrin.gif:
    Posted in: Suggestions
  • 1

    posted a message on Endermen Nerf
    Quote from Fen_Hydra

    I agree completely. It takes no effort to kill an enderman and replace one block. It makes them unique and can give extra challenge.

    In fact, I haven't even seen a single enderman stealing a single block from my village, which does not have a wall or even a fence.

    The only reason you could complain is if you built a house out of diamond blocks, but then it's your fault for being so stupid and not protecting it.


    Apparently a friend of mine on a university server had a problem with them.. she and her friends built a town with walls ,and a group of endermen tore out enough wall to let creepers in. EPIC.

    VOTE YES TO KEEPING ENDERMEN THE SAME!
    :happy.gif:
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on animal eggs, really?
    I like the egg idea. I mean the minecraft world is already weird; we have exploding cacti (won't go with the other common description) that run around on 4 legs, we have weird beaky villagers, and hell everything is made of blocks. Having these weird animals lay eggs just seems to fit into the universe.

    VOTE YES FOR EGGS!
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on [1.6.2/1.5.2][Forge][SMP]ComicRetrolution's Craftory Mods: Farming and much more! FishCraftory Beta available! (Updated Aug 18th
    I'm with the people looking for some sort of irrigation to work with farming. I'd love to download it, as farming is fun, but having to come b ack home to re-water everything every morning will get frustrating. Anything you can do?

    Hey, idea. If you're going to make it MineForge compatible, why not make a new type of pipe to work with buildcraft or BTW that would be for irrigating. H eck, you could use the waterwheel or windmill to help in moving the water through these irrigation thingys (maybe not pipe, but perhaps a mini-aquaduct?) Mind you, you'd also have to do a non-other-mod-requiring method for those who don't use buildcraft or BTW or whatever it would work with. Just a suggestion!

    I will definately be downloading the fish mod . I love fishing, but only having one thing to fish up is a little boring. Maybe find some way to add in random non-fish.. like an old boot that has treasure in it, or a bottle that has a message in it, or somesuch?
    Posted in: Minecraft Mods
  • 0

    posted a message on Snow Golem Alarm System
    Quote from Apocalex

    Good videos and interesting trap idea, maybe you can set the turrets up with pistons so with the flick of a switch they retract into the ground.


    Wouldnt be that useful in SSP, but would be a rude surprise in a PVP-based SMP server. Especially if the area was sowed with lava pits <3
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on Snow Golem Alarm System
    I like the snow golem mob trap idea. Its not high-producing, but it puts the mobs th at spawn around your house to good use. I might have to duplicate this at some point, great idea!
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on Am I the only one who likes the NPCs?
    I havn't seen any in-game yet, just a few screen shots, so I can't sa ymuch about their looks as yet. But having them be non-human really feels *right*. I love the idea of being the only human in this semi-alien world of primative races, exploding cactus-things, and..er.. human-like zo mbies. Oops, lol. Ooh. Maybe humans WERE dominant long time ago, but vanished and were replaced b y these bird things. Though I guess then you gotta wonder where you came from.

    Long story short, I like the idea of non-human NPCs. I hope more varations are added, and that they become interactable in some manner (mod or not)
    Posted in: 1.0 Update Discussion
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