• 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from bobbster52»

    I can't get OptiFine HD to open its installer. Every time I try, the file just gets unzipped. Necessary details: MacOS Catalina. I tried the Magic Launcher method, but Magic Launcher does not have a new enough version for Minecraft 1.16.3 and when I tried anyway MacOS responded with "“MagicLauncher.app” needs to be updated". I am not sure what to do. I would rather not try Forge because I have done it before and after a year of use eventually broke the entire .jar file. Luckily, I was able get the Minecraft folder out before deleting and reinstalling, so no worlds lost.


    My only guess would be that I do not have Java installed. The Java Version of Minecraft does not need Java installed as it has its own Virtual Java.


    That seems to be exactly the problem that you are facing.

    Either you do not have Java installed at all or you are not using Java to run the Jar file.

    Posted in: Minecraft Mods
  • 0

    posted a message on Storage Drawers - [1.7.10 - 1.12]
    I play on MC1.12.2 with the mods "Storage Drawer", "Applied Energitics 2" and "Underground Biomes".
    I have a problem with the "Convention Upgrade", the Oredict function does not work with the "Certus-ore". there are tips and tricks to fix this.

    ps. other ores such as iron, copper and gold work without problems

    See this.

    You may need to manually add the correct ore dictionary to "oreDirectories" yourself as described here.


    I have no time to test this myself, but I hope this helps. :)

    Posted in: Minecraft Mods
  • 0

    posted a message on The Betweenlands ~ A dark, hostile environment...
    Quote from keenanaxolotl»

    will this ever get updated to 1.16.1? I think it would work well with the undergarden mod.


    Looking at their Github it seems like they have attempted a port to MC 1.13, but so far there hasn't been a release for that version it seems.

    This is a very big mod that probably will take a long while to update. I imagine that, if Forge takes a long time to update to MC 1.17, by the time vanilla 1.19 comes around, this mod may be updated to MC 1.16. Otherwise, MC 1.16 will probably be skipped if tBL is ever updated past 1.12.


    Then again, I am not part of the tBL development team, so take my estimation with a grain of salt. ;)


    As for almost any mod that isn't dead, check their Discord for latest updates/news.

    Posted in: Minecraft Mods
  • 0

    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)
    Quote from gato_borrachon»

    malisis core crash when using MixinBootstrap mod


    Congratulations.

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2
    Quote from Gigzen»

    random player here playin the Equivalent Skies modpack on Twitch. It's got Tinkers on it and I've been reading through the Materials and You handbook, and i got a few questions that may or may not have been answered already


    In the "Tool Materials" section, some tool materials listed are duplicates but provide different stats and traits. These include Enderium (Thermal Foundation), Certus Quartz, Fluix Quartz (Applied Energistics 2), Wyvern, Awakened, and Chaotic Draconium (Draconic Evolution), These materials are listed twice in the book, and their respective tools are even slightly different in color.


    The only set that can be obtainable for each affected material seems to be the first one listed. The only way to obtain the 2nd set, at least from what I know, is through creative. And these 2nd sets are really fun. They sport exclusive traits like Portly Gentleman, which you can kidnap mobs with, Blind Bandit, which is some kind of shadow helper summoned through attacking chance, Hail Hydra, which causes random explosions, it just looks all so fun. But I can't get them in survival.


    Why do they exist? Is there a way to get them in survival, or are they just a tease and for creative only?


    There must be some other mod in that modpack that adds these second materials, because, for as far as I am aware, the "less exotic" variants that you mention are added by standard Thermal Foundation, Applied Energistics and Draconic Evolution compatibility. Perhaps this other mod has a configuration option to override the normal tool materials' crafting mechanics?

    These other variants sound a little overpowered as well.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.12.2][1.7.10] Galaxy Space [Addon for Galacticraft]
    Quote from darklink0010»

    game crashes durring loading


    Not guaranteed to be causing your issue, but your version of AsmodeusCore seems to be newer than your version of GalaxySpace. Please make sure that you grab the latest version of these mods (as long as AsmodeusCore is older than GalaxySpace) and check if that solves your issues.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from praecipitator»

    I don't want to join YET ANOTHER Discord, especially if it's just to check progress on TC. They have a lot of such people already. And anyway, from what it looks like, if a new TC comes out of CoFH, it won't be anytime within the forseeable future anyway.


    I guess we just have a different Discord ethic then. :)
    I basically just join everything MC-mod related and mute most servers until I specifically need them and basically only leave servers if they send universal pings too often.


    Some perks of Discord:
    1. Instant communication with mod developers or active community members.
    2. Optionally specific channels for more specific subjects. In case of Thaumcraft a channel to discuss lore in would be possible, however more than 1 channel for Thaumcraft is unlikely on CoFH's Discord.

    3. Message pinning is very useful if admins and moderators don't do it too often. This way, important and/or interesting information can more easily be found in the context in which it was first published.

    4. Better search options in my opinion.

    MC Forums:
    1. Each topic thread has an OP which is typically updated by the developer if anything important was changed.
    2. It's older than Discord so if the information wasn't purged as "personal information" when the forum changed hands (see my forum title. Your next one unlocks at 404 posts if I recall correctly), some really old mod versions and info can still be found here.

    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from praecipitator»

    I found that github, too, I don't think this is the official continuation. That was the main reason I posted here: you can't find anything tangible on google. I found that, found some reddid which said that it isn't the right one, another reddit that kinglemming is working on it and supposedly it's for 1.14,


    Maybe most information is here: https://www.reddit.com/user/KingLemming/ which sounds like: stuff is really hard to port beyond 1.12, maybe after other Thermal stuff is ported TC can be done...


    Quote from Alkimia»

    I hope Thaumcraft is ported, it would be a shame for it to die completely.


    If you are looking for the most recent news on this, you can probably find it on team CoFH's official Discord which is where KingLemming basically lives. :)

    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft

    I appreciate the effort. You even recreated textures, huh? Perhaps this remake will stand the wrath of Soaryn. ;)

    Posted in: WIP Mods
  • 0

    posted a message on Tinkers' Construct 2
    Quote from jc3833»

    Can we get the Elytra to be able to be added to chestpieces as an accessory please?


    I think that you're mistaking this mod for Construct's Armory. TiC doesn't add armour.

    Posted in: Minecraft Mods
  • 0

    posted a message on Inventory Tweaks 1.61 (Jul 11)
    Quote from mrgame1000»

    For some reason, I can't Shift + Left-Click things from my inventory into my hotbar and vise versa. It does work with chests. I can move items quickly between chests and the inventory, just not within the inventory and hotbar. I am on 1.7.10. What do I do?


    Does this not work when you have just the inventory open? Not a chest or other "container?"

    Posted in: Minecraft Mods
  • 1

    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap
    Quote from mrmagooaz2»

    I'm a longtime user. Having an issue I see just this morning where some worlds on a multi-world sever are not selecting the correct map.


    Anything I can do here? I really don't want to have to reinstall Voxelmap and lose all my data.


    Uninstalling Voxelmap would not delete your minimap data from your profile, so just reinstalling the mod would not change anything.

    I have heard of similar issues with Voxelmap, since it saves minimaps per server IP per dimension name/ID.

    What Minecraft version are you on?
    Do you own the Multi-world server?
    Did you, or do you know if the owner did swap around some/any of the dimensions on the server?

    Ultimately, what you could probably do is change the names of some minimap save folders in .minecraft/voxelmap in order to resynch them with Multiworld's worlds.

    Posted in: Minecraft Mods
  • 0

    posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )
    Quote from lightfalcon»

    Hi, are there any plans to include all the blocks such as ancient debris, trapped chests, or command blocks? The 1.15.2 version had a lot more options to specifically xray for.


    The list with blocks is populated dynamically. If none of these blocks are/were in the world anywhere near you, then X-Ray won't show them in the list.

    Are you sure that this is not what is happening?

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)

    I really wanted to add this to my modpack (resonant rise with extra mods) but it conflicts everytime and I can't seem to work out why, if anyone could point me in the right direction I'd greatly appreciate your help!



    this is the crash log:


    java.lang.NullPointerException: Initializing gamejava.lang.NullPointerException: Initializing game at java.util.TreeMap.getEntry(Unknown Source) at java.util.TreeMap.containsKey(Unknown Source) at net.minecraftforge.common.config.ConfigCategory.containsKey(ConfigCategory.java:231) at net.minecraftforge.common.config.Configuration.get(Configuration.java:697) at net.minecraftforge.common.config.Configuration.get(Configuration.java:569) at net.minecraftforge.common.config.Configuration.get(Configuration.java:555) at pl.asie.tweaks.creative.TabManager.arrangeItems(TabManager.java:184) at pl.asie.tweaks.creative.CreativeTabManager.run(CreativeTabManager.java:36) at pl.asie.tweaks.AsieTweaks.postInit(AsieTweaks.java:168) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532) at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:742) at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878) at net.minecraft.client.main.Main.main(SourceFile:148) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)


    AsieTweaks?

    Posted in: Minecraft Mods
  • 1

    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!

    I apologize if this topic has already been covered elsewhere, i have searched all over the place on different sites, youtube, the github, everywhere i can think of to look. I recently updated minecraft from 1.12.2 to 1.15.2 and nothing mekanism related loads as far as anything that was previously built in 1.12.2, the mods are active though, to test this I started a creative world and sure enough everything was there. I do have the back up saved so I reverted everything back to 1.12.2 and all my machines and inventory came back. Does anyone have any guidance on whether I have to start over form scratch or if I'm skipping a step to updating the world?


    Minecraft mods are barely ever compatible across versions, so I would advise you to keep playing on 1.12.2 or start over on MC 1.15.2.

    Mod developers probably won't focus on this either because:

    1. Vanilla Minecraft often adds worldgen features between MC versions that demand users to restart fully to completely experience the new version.

    2. Barely any modded players play with just one mod. Most play with smaller or larger modpacks. The chance that any one of these mods that was available for MC 1.A is not available for MC 1.B, is so big, that updating a modpack with compatibility in mind would be impossible in 99,9% of all cases even if all of the available mods were compatible with both versions.

    3. Mod developers often use Vanilla MC versions to majorly overhaul their own mod in functionality and/or features/content, which explicitly leads them to become less compatible with earlier versions, which they didn't care about already because of (1) and (2).

    Posted in: Minecraft Mods
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