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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    This is quite possibly one of my most favorite mods ever. There is one rather huge thing that I hate about this mod, and that is the affinity mechanics. Affinities make me not want to use the entire rest of the mod because of their huge disadvantages. Is there some way to disable affinities as a whole on a server? Is there some other download of the mod without affinities?

    As a suggestion, affinities should be part of the mod, but you should have to chose to have the power to unlock them. In the skills tab, one of the early things you can learn should be Affinities. Learning this should give you all the affinity functions, but if you do not learn this, you should never have to worry about your affinity. Just a thought. I'm not here to start ****, I'm here to find a way to completely disable affinities.
    Posted in: Minecraft Mods
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    posted a message on Need help making a modded forge server
    SOLVED: Optifine was installed on the server. Major derp on my side. Removed it and it works like a charm.


    Hello, I have recently been asked to host a minecraft forge server with a somewhat large amount of mods. I have already made many servers before and understand the basics of running a server. I have taken out the mods that cause the server to crash when starting up. Now, when I open the server up it loads all the mods perfectly and says that it is done. After it says the server is up and running fine, it gives me another error that looks like a world-generation bug. I tried using a world that I preloaded in singleplayer and the same bug occurs. The only error that I get is "an unexpected exception has been encountered." The server then unloads and stops from there. Any and all help is greatly appreciated.



    The server is minecraft version 1.7.10 and all mods are also supported for 1.7.10



    Mods in the server at the moment are: ars magica 2, animation API, buildcraft, carpenters blocks, codechickencore, mantle, notenoughitems, optifine, playerAPI, smartcore, smartmoving, smartrender, flans mod, and tinkers construst. Here is a picture of the mods folder with all the mods in it incase you are wondering what version the mods are: http://prntscr.com/5zdwyq



    I will also continue to try and find out the problem by myself whilst this post is up. If I find out what is causing the error I will post it on this post and in the comments.



    If you would like for me to email you a zip file with the server in it please comment below asking me for a copy and then PM me your email address.



    Here is the error I am getting (It is not a problem that has to do with my IP or ports so I censored that bit out):

    [12:14:05] [Server thread/INFO]: Starting minecraft server version 1.7.10
    [12:14:18] [Server thread/INFO]: Loading properties
    [12:14:18] [Server thread/INFO]: Default game type: SURVIVAL
    [12:14:18] [Server thread/INFO]: Generating keypair
    [12:14:18] [Server thread/INFO]: Starting Minecraft server on ---.---.-.---:----
    [12:14:21] [Server thread/INFO]: Preparing level "world"
    [12:14:22] [Server thread/INFO]: Preparing start region for level 0
    [12:14:23] [Server thread/INFO]: Done (1.669s)! For help, type "help" or "?"
    [12:14:23] [Server thread/ERROR]: Encountered an unexpected exception
    java.lang.NoClassDefFoundError: net/minecraft/client/multiplayer/WorldClient
    at net.minecraft.profiler.Profiler.func_76320_a(Profiler.java:64) ~[qi.class:?]
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:546) ~[MinecraftServer.class:?]
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427) [MinecraftServer.class:?]
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?]
    Caused by: java.lang.ClassNotFoundException: net.minecraft.client.multiplayer.WorldClient
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101) ~[launchwrapper-1.11.jar:?]
    at java.lang.ClassLoader.loadClass(Unknown Source) ~[?:1.8.0_25]
    at java.lang.ClassLoader.loadClass(Unknown Source) ~[?:1.8.0_25]
    ... 4 more
    [12:14:23] [Server thread/INFO]: Stopping server
    [12:14:23] [Server thread/INFO]: Saving players
    [12:14:23] [Server thread/INFO]: Saving worlds
    [12:14:23] [Server thread/INFO]: Saving chunks for level 'world'/Overworld
    [12:14:23] [Server thread/INFO]: Saving chunks for level 'world'/Nether
    [12:14:23] [Server thread/INFO]: Saving chunks for level 'world'/The End
    Posted in: Server Support and Administration
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    posted a message on Tinkers' Construct 2
    Is there a version that doesn't change world generation so that it can be added to an existing world?
    Posted in: Minecraft Mods
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    posted a message on [1.7.10][Beta][WIP]Colored Light - Progress and Discussion
    This mod drops my frames from 200 to 20. I have this mod included in a personal modpack and I was removing one mod at a time to find out what was causing the lag. After I removed this mod I suddenly gained 180 fps. This is really a shame since I really like this mod. Is there a way that I can make it less laggy?
    Posted in: WIP Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Can I use this mod in my modpack? It won't be a public one, but we will be recording play thrus with it.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Zeppelin [1.0] REVIVAL *CANCELLED*
    This post is dying. At this point there isn't even a coder... I think we should delete it.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Zeppelin [1.0] REVIVAL *CANCELLED*
    This post has been inactive for so long... If you do end up finding a coder and getting this released, PLEASE message me. As for now, I'm going to unbookmark this. :(
    Posted in: WIP Mods
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    posted a message on [1.6.4] Zeppelin [1.0] REVIVAL *CANCELLED*
    Quote from Cephrus

    I'll assist in coding if you need it.
    Yeah, at the moment there isn't a coder, so PLEASE help. If you need inspiration just read the 7 pages of comments on this page of all the people that would love to have this mod. Please, please, code.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Zeppelin [1.0] REVIVAL *CANCELLED*
    Quote from Yorsh

    There is a other zeppelin-like mod: Archimedes Ships (http://www.minecraft...inite-airships/)

    The difference to the original zeppelin mod is the complexity: For flying a airship, you need several blocks and the airship has to be of at least 40% "balloon blocks" to be able to fly. But the main problem of the update for 1.2.5+, the compatiblity to the (internal) server is solved. Maybe you could use some technical parts of the mod if you asked the author and he gave you permission for use parts of his mod.

    PS: Please don't give up and look for a new coder
    That mod is great, but they just need to change the control panel block to the airship, ship, or elevator block and then give the person freedom to walk around the ship for it to be like the Zeppelin mod. I think that a code could use parts of that mod to remake the zeppelin mod, and that was a great idea on your part. The main thing is the ability to walk around your ship and still move with it. and if you fall off then you stop moving with it. Also adding the zeppelin controller could be difficult.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Zeppelin [1.0] REVIVAL *CANCELLED*
    I've checked this post everyday since I found it. I haven't seen any improvement. Are you still trying to find a coder, or did you give up? I know it can be done because they updated glsl shaders which is 10x more complex than zeppelin.
    Posted in: WIP Mods
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    posted a message on Electric Airsoft gun won't fire
    Quote from StalePhish

    Does the magazine have a little gear you spin to move the BBs upwards to start loading them? Have you tried spinning this while firing? I had an airsoft gun years ago that came with a little electric motor accessory that you attached to the bottom of the magazine which constantly winded the gear to load the BBs.
    Yes it was a hi-cap magazine, and no i didn't spin it while shooting. Actually I may have... What do I do to fix it. The coil is all messed up, but i wound it up and shoved it into the gear the way that it was before but it's not attached to anything and I know it's supposed to be attached to something.
    Posted in: General Off Topic
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    posted a message on Electric Airsoft gun won't fire
    Quote from SlamDrag

    Honestly, probably the most sensible suggestion. Personally, I think it might be a problem with the hop up.
    I thought that maybe it was the hop-up too. Do you know how to repair a broken hop-up module?
    Posted in: General Off Topic
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    posted a message on Electric Airsoft gun won't fire
    Quote from PED_Frozen

    This is why I just find sticks from outside and pretend they're weapons.
    Lol what?
    Posted in: General Off Topic
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    posted a message on Electric Airsoft gun won't fire
    I'm going to try and get this gun: http://www.airsoftgi.com/product_info.php?products_id=10144. I'll review it and post another copy of the review here, that is IF I can get it
    Posted in: General Off Topic
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    posted a message on Electric Airsoft gun won't fire
    Well, I tried shooting it one last time, and it seemed to jam a little bit less. Once I shot about 20 bbs with only 5 jams, I had to reload. I did everything correctly. Then when I put the mag into the gun, I head a VERY loud sound that sounded like hissing combined with metal on plastic about 50 times in one second. I ignored it at first and tried spinning the wheel on the bottom of the mag, and noticed that BB's were not feeding into the gun. I took apart the magazine, and a 4 foot long coil sprung out and flailed around my bedroom for about 5 seconds. It cut my face... Twice... DO NOT EVER GET THIS GUN: http://www.hobbytron.com/AirsoftAssaultRifleGunAEGWAA10CH3181.html#reviews
    Posted in: General Off Topic
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