• 0

    posted a message on Xaero's World Map [Forge 1.14.4 | 1.13.2 | 1.12.2 | 1.12.1 | 1.12 | 1.11.2 | 1.11 | 1.10.2 | 1.10 | 1.9.4 | 1.9 | 1.8.9]

    Currently, using version 1.4.9 of World Map with version 1.17.9 of Minimap (for Minecraft 1.13.2) causes the game to crash. They are not compatible. May still need to tweak something to get them to work. For anyone playing 1.13.2, feel free to update MiniMap or World Map now, but not both yet.

    Posted in: Minecraft Mods
  • 0

    posted a message on Xaero's Minimap [Forge 1.14.4 | 1.14.3 | 1.14.2 | 1.13.2 | 1.12.2 | 1.12 | 1.11 | 1.10 | 1.9 | 1.8 | 1.7]

    I just updated from mod version 1.17.4 to the new 1.17.9 (for Minecraft 1.13.2). This happened. Has never happened with any previous version. The only other mod I use is Xaero's World Map, which I also just updated to the latest version. In case you can't tell from the screenshot, yes I am using a forge environment. I've been using Xaero's Minimap & Worldmap together with this builds for a while with no problem until updating just now.




    Crop of just the error message because it's hard to read in the screenshot above:



    *EDIT 2*

    I did some troubleshooting to check whether the problem really lied with the minimap or the world map. I found that the Newest minimap file works fine with the older world map file, and the newest world map file works fine with the older minimap file, but using the newest versions of both world map & minimap at the same time causes this crash. The 2 updated mods are incompatible. There must be a bug somewhere in there that needs to be fixed still.

    Posted in: Minecraft Mods
  • 0

    posted a message on Need advancement lists for 1.12

    THANK YOU @allyourbasesaregone!

    Posted in: Discussion
  • 0

    posted a message on Need advancement lists for 1.12

    I'm currently playing a game (SSP) in 1.12 which I don't plan to update to 1.13 any time soon, and I want to earn advancements. There are 4 inparticular of a "do all the things on this list" nature, and I'm making a checklist for them. When I go to the Wiki I can bring up a list of all the things required (such as all the animals needed to breed for "Two By Two"), but by the time I started my list the wiki was showing requirements per 1.13, ergo my list is inaccurate. There have been a lot of things in 1.13 that aren't required for the 1.12 advancements but IDK what they all are and it's too hard to look them all up 1 at a time on the wiki. I would like to be able to know which ones I'm missing so I can work on tracking them down and not waste time looking for something that wasn't in the game in 1.12, ****or something that was in the game already but was not required for an advancement***.


    Can someone please provide me with a list of these things as it was in 1.12:


    • The animals I need to breed for "Two By Two"
    • The foods I need to eat for "A Balanced Diet"
    • The biomes I need to discover for "Adventuring Time"
    • The entities I need to kill for "Monster Hunted"
    Posted in: Discussion
  • 2

    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)

    I just found out that Magic Launcher is no longer available, which is a terrible thing since it's so essential. So I've decided to host a copy in my dropbox that people can download from THIS LINK.


    I can't guarantee it's clean/in its default state, since I've been using it for a long time with mods in my game. But I can tell you that after I installed Minecraft on my mom's laptop, I copied this same file from my computer to the laptop via a thumb drive, and it worked on the laptop (without any mods). Good thing too, because I couldn't get the game to work on the laptop without crashing until I added Magic Launcher! And BTW when I opened Magic Launcher on the laptop, there were no profiles available to select, so it seems those are just saved locally on my own computer (which is fine because I don't want to use mods on the laptop; I bought the game for my nephew as a birthday present and just needed the game to work without crashing).


    If anyone downloads & uses the launcher from my link, I would appreciate some feedback such as to whether the file is as it should be.


    P.S. To the admins, I hope this is okay, I haven't the time & mental energy to research the forum rules about this. If this is not allowed, just say so and I'll take the link down (or you can remove it, if that's how you prefer, whatever works). My point is I'm not trying to break any rules, I'm just trying to be helpful.

    Posted in: Minecraft Tools
  • 0

    posted a message on NetherEx - Nether Biomes, Mobs, Structures, and more!

    On the curseforge page it says that this mod requires LibEx. I went to download that but only see files for game version 1.12.2. I'm playing game version 1.11.2, which NetherEx has versions for, but what about LibEx? Is it not required for using this mod with 1.11? Or do the files for LibEx work with both 1.11 & 1.12?


    And can you advise me on how to install these mods using Magic Launcher? Like do I add them to the "mods" tab within ML, or are they "external mods" that I manually put in the files in the ".minecraft\mods" subfolder?

    Posted in: Minecraft Mods
  • 0

    posted a message on looking for RPG/skill leveling mod (1.11.2)

    Is there any RPG-style mod that adds a skill or stat leveling system, that works with 1.11.2?


    I'd like something that makes a skill for tasks you do normally in game, like mining & fishing & farming crops & archery, and the more you do that task the higher the skill gets, and at higher levels the skill is better somehow (mining becomes faster or makes more ore drop from blocks, bow & arrows do more damage, etc). Or the skills could be for new types of activities added by the mod. Or maybe having character stats that corrospond to certain types of tasks, which level up similarly through use. Or maybe instead of skills levelling as they're used, I'd gain stat points when I level up from getting XP in the game the normal ways, and I can spend the stat points on whichever stat or skill I choose each time.


    I'm very flexible on the specifics, just looking for something of the general idea. I just want to feel like I'm somehow progressing & getting better at what I do, as I plow the endless repetitive activities of the game like digging & mining & killing. I've heard references to an old abandoned mod called "hack slash mine" which sounds like it might be the kind of thing I want; is there any current equivalent out there?


    I searched for a bit and found some mods that do stuff like this, but they were all really old so they wouldn't work. I need something compatible with game version 1.11.2 because that's what I play currently, but for some reason it's hard to find good mods for that version. And I'm not very good at searching & browsing & filtering through what exists on my own, so I'm asking for recommendations if anyone knows of anything.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!!

    Can this mod be used with 1.11? There are versions available to download for 1.10 & 1.12, but the maker seems to have skipped 1.11. If I installed a different version, like maybe the final version of the mod for 1.10.x, would it work in my SSP game world that's game version 1.11?

    Ever since I came back to Minecraft & started updating mods & playing newer worlds than 1.6.x, the biggest frustration I've had has been mods not available for certain game versions. Most of the best ones I used were abandoned several versions ago, and for current mods I had to pick & choose which mods I wanted to use & then choose a game version to fit, rather than vice versa, because they skipped game versions just like Mo Creatures seems to have. And this mod has been on my "to try" list for as long as I can remember.

    Posted in: Minecraft Mods
  • 0

    posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )

    As far as I can tell, checking/unchecking a mod does not alter the file in any way. Here's a screenshot of what the setup screen looks like:


    Put your spoiler here.


    **EDIT** I just tried again, except using game environment 1.9.4, and the mod worked. That probably means the version I downloaded is incompatible with game version 1.11.2. It looks like the creator only updated the finished mod as far as 1.11, with no extra decimals. I'll try using the newer (preview version) of the mod and see if that works.


    **EDIT2** The newer mod version works! I figured out the problem and solved it. And believe it or not, your last comment (about checking the file extension) helped.

    Only downside is that I won't be able to fly, but that's ok as long as this still helps me find diamonds with less digging.

    Posted in: Minecraft Mods
  • 0

    posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )

    Can anyone else confirm (without just assuming) whether or not this mod is even compatible with MagicLauncher?

    I haven't the time or mental energy to learn to use a whole new mod manager program.

    Posted in: Minecraft Mods
  • 0

    posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )

    Somebody please explain to me, how do I install this mod using MAGIC LAUCHER?


    I have a world I play that is game version 1.11.2, and I use other mods in it (so far just Forge & Xero's minimap but I'm working on finding more mods to add) and I want to try using this X-ray mod too. I tried creating a whole new /version of the game that's just for this mod (by using the mod's own installer, which created a .json file), but that is no good for me, that doesn't seem to work with MagicLauncher. (TBH I don't even understand how that is supposed to work in the first place.)


    The way MagicLauncher works is that I set up a profile for my game world. In that profile I select a specific game version (with or without Forge), then I either use MagicLauncher's interface to ADD a mod file (equivalent to the old-fashioned way of installing a mod directly into the game's jar file, except this way doesn't alter base jar at all); or I can copy/paste a mod into .minecraft/mods and check or uncheck it in MagicLauncher's interface. I tried both methods but in both cases MagicLauncher gave me the error "no mods found", and when I opened the game it was not listed in the mods list. Also when I tried to add the mod through either method, I had to use the file that was download (the .jar file) because MagicLauncher only seems to recognize those files; it couldn't select the .json file no matter where it was located.

    Posted in: Minecraft Mods
  • 0

    posted a message on [Resolved] Reinstalling game/MagicLauncher/Mods, IndustrialCraft config error

    IT WORKED! I edited all the block ID values in IC2.cfg to match the values in IC2_map.cfg, then loaded the game and it worked! I was finally able to move around in my main world for the first time in over a year, oh the nostalgia!

    And all the IndustrialCraft blocks were intact, at least the ones I saw at the bases I checked. My machines still together and up & running. *phew*


    Thank you for your help.

    Posted in: Java Edition Support
  • 0

    posted a message on [Resolved] Reinstalling game/MagicLauncher/Mods, IndustrialCraft config error

    Random ID values?? That's just weird.

    Anyway I just copied over entire contents of the config folder, AND my world save, AND my stats folder, from the backup copy. Still got the same original errors. Either the config files in my backup got changed somehow when I copied them over to the new hard drive, or I was playing the game with mismatched IDs for a long time with no errors. I'm guessing it was the former.


    I haven't yet changed all the ID values in the config to match the other config; it's 7 AM now & I need to go bed a couple hours ago. I'll have to try to get to that in the afternoon.

    Posted in: Java Edition Support
  • 0

    posted a message on [Resolved] Reinstalling game/MagicLauncher/Mods, IndustrialCraft config error

    Thank you, that's what I needed to hear, that it doesn't matter which one I chance. Now I've gone & changed IC2.cfg to have block value 4050, to match what IC2_map.cfg has. When I tried to load my worl,d the previous error message didn't pop up, but this other error message is showing:



    I clicked "Yes" to load anyway, and then a this new error message popped up (followed of course by CTD):




    I have a theory that there are many ID mismatches in the configs, maybe even ALL of them, but the game only pops an error message for the first one then crashes. I don't want to have to change one ID in the config, launch game, get popup, make screenshot, crash game, then repeat these steps over & over & over & over again.

    Looking at the full text of both config files (which I already inserted in a previous comment, it looks like EVERY block ID is mismatched, but all the other values are the same. I'll edit all the block ID values in IC2.cfg like I did for the first one. (Looking back, I think that's what you were trying to tell me to do in the first place! I should have mentioned that I'm also a dumbass.)


    And since the code is written differently in one file than the other, and one of them has a bunch of extra stuff that the other doesn't, and I don't know how to read code... would you please take a look & tell me if there's anything other than the Block IDs that will need to be fixed too?


    Just out of curiosity, why is this problem even happening at all?

    I played this world for a long time, with all the same mods, and never saw these error messages for IC2. I used a backup copy of my save, so the config file in it (IC2_map) should be identical to what I had before. I don't know how the other IC2 config file got created (the one in .minecraft\config), but I used a backup copy of the IC2 mod file so everything in it should be identical to how it was before. I opened the IC2.cfg file from the backup copy of my whole .minecraft directory (which I still have), and everything in there looks identical to the active file, including what all the block IDs were BEFORE I made any changes tonight. Which means I was playing the game with mismatched IDs the whole time! The only thing that's different now is the new Mojang launcher that allows us to play different versions of the game. I had to create a "1.5.2 with FORGE" environment from the new launcher because that's how it was designed. In the past I just used an unmodded 1.5.2 jar and loaded Forge via Magic Launcher, but that way doesn't work anymore. Was old MagicLauncher able to ignore mismatched IDs, but new MagicLauncher not able to because the error is caused by Forge which is now inside the jar itself?

    Posted in: Java Edition Support
  • 0

    posted a message on [Resolved] Reinstalling game/MagicLauncher/Mods, IndustrialCraft config error
    Quote from sazrocksยป

    He is trying to ask which one he should change to match the other one.


    YES! EXACTLY! Thank you for seeing the important detail that that grimallq was missing.

    Posted in: Java Edition Support
  • To post a comment, please or register a new account.