Love the idea of the repair mod, despite some people calling it useless. I think it introduces a different way to do something.
I do have a question though, does it repair new items added by other mods? I don't know if it's coded that way or you had to manually add in entries for every vanilla weapon when you coded them.
This looks like a great mod, I would suggest that maybe trying to consolidate certain tools as right now they just add too many. For example the sit and stand tools could be made into one that just toggles =/ And for Command and Check (one tool only for that one very specific function seems a waste) maybe you can just make it so left click is command and right click is check (or holding down one of left or right).
I want to thank you for updating the mods that the authors haven't gotten around to updating. However, Hookshot doesn't seem to be compatible with mineforge at all, and by that, I mean they crash the game when installed. Here's the part of the error msg I got from modloader's log, other things seem to be fine.
java.lang.VerifyError: class ItemHookshot overrides final method h.(Ldk;)I
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at mod_Hookshot.<clinit>(mod_Hookshot.java:90)
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:1227)
at ModLoader.init(ModLoader.java:825)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
you will still run out of sprites, even with the forge installed, I had to uninstall more creeps & weirdos, mo creatures when using millenaire and tale of kingdoms. idk if using just forge mods would be infinite sprites as these mods I just mentioned are non-forge along with forge mods.
As I understand it if you're using non-forge mods those would still use up your sprite indices.
This is a great mod, however, I am unable to run it because my sprite index is already used up. Can you patch your mod to use MinecraftForge, please? (That allows infinite sprite indexes)
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I do have a question though, does it repair new items added by other mods? I don't know if it's coded that way or you had to manually add in entries for every vanilla weapon when you coded them.
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I want to thank you for updating the mods that the authors haven't gotten around to updating. However, Hookshot doesn't seem to be compatible with mineforge at all, and by that, I mean they crash the game when installed. Here's the part of the error msg I got from modloader's log, other things seem to be fine.
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at mod_Hookshot.<clinit>(mod_Hookshot.java:90)
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:1227)
at ModLoader.init(ModLoader.java:825)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
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As I understand it if you're using non-forge mods those would still use up your sprite indices.
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This is a great mod, however, I am unable to run it because my sprite index is already used up. Can you patch your mod to use MinecraftForge, please? (That allows infinite sprite indexes)