• 1

    posted a message on [Operation Mod Shelter][RESUMED] Finding new home for abandoned Mods

    Very nice!

    You might also take a look atthe Minecraft Mod Archive for some other project ideas. :)

    Posted in: Mods Discussion
  • 2

    posted a message on HerdCraft 1.0 - Making mobs smarter since 2012 (Formerly MCHerds)

    Thanks, Nakranoth, for trusting me with this lovely mod.

    Posted in: Minecraft Mods
  • 0

    posted a message on Forgotten Nature [1.7.19] A Natural Addition to MC: Trees,Crops,Fruit,Flowers,etc...

    Hm, a little birdie told me that the mod owner is making an official update to 1.7.10 as we speak.


    Not sure how reliable that source is though. I'll leave all of you to decide.

    It might help if the mod owner himself made this post >.>


    Well look who's back! Howdy stranger!
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Zutiiq»

    if I were to use this with a forge server, if it were possible to use this in a forge server anyway, how would I activate it? Do I need to type EXTRABIOMESXL after the ''level-type='' in the server properties? If so, would it make the biomes LARGEBIOMES as well or would they be DEFAULT sized? I prefer the ExtrabiomesXL to be LargeBiomes sized...is any of this at all possible?


    This mod adds biomes to Minecraft's default terrain generator, so yes.
    Posted in: Minecraft Mods
  • 1

    posted a message on Ships Mod - Build sailable ships out of blocks

    Actually, Material is a deobfuscated Mojang class.
    Posted in: Minecraft Mods
  • 1

    posted a message on Ships Mod - Build sailable ships out of blocks
    Quote from Cuchaz»

    The log you posted doesn't have any useful information in it. =( I'll need the crash report (or the full log file, there should be waaaay more in your log than just that) to see what went wrong.


    Yes, I know. I am a mod developer myself...but there isn't anything in the log and it took me lots of try and try again to get a glimpse of exception that flashes on the screen right after the anvil GUI opens and quickly closes and to see that it was a ClassNotFound exception from Ships. I don't know why the exception is not in the log.


    Try opening the anvil GUI in multiplayer with Ships installed to see what I mean.

    Posted in: Minecraft Mods
  • 1

    posted a message on Ships Mod - Build sailable ships out of blocks

    Cuchaz,


    I am using your mod in multiplayer. I am trying to use an anvil, but when the client puts up the anvil GUI, it closes it and flashes an exception (the only mod mentioned in the dump is ships. Ships is looking for a class that does not exist) so that the anvil is unusable.


    The only text in the log is four duplicate lines:


    [19:31:25] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:step.anvil
    [19:31:25] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:step.anvil
    [19:31:26] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:step.anvil
    [19:31:26] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:step.anvil
    [
    Posted in: Minecraft Mods
  • 2

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10

    It is certainly legal to replace the mod's default textures with your own...but keep in mind that if any players install an update, they will lose your textures...so in my opinion it is a much better practice to tell players that your texture pack looks best with your custom resource pack. (I also believe that allowing players the choice is a better option.)

    Posted in: Minecraft Mods
  • 1

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10

    Right you did. I claim early onset senility. I'm very sorry for throwing you guys under the bus.

    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Biochao0»

    Same crash with only EBXL and Forestry.

    http://pastebin.com/MFs8ePGb


    The issue is similar to this one where the mod is using an outdated version of Forestry's flower API.


    Unfortunately, Forestry has changed its API.

    An API is something that developers build that is not supposed to change. It is customary for mods to make breaking changes to their API when Minecraft versions change as they are guaranteed that most mods will be rewritten anyway.

    After your report, I went home and tried to upgrade to the new Forestry. There are actually several mods (more popular than this one) that no longer work due to Forestry's API changes.

    In this case, we EBXL makes a simple call to add its flowers to Forestry. Forestry chose to change this for no good reason that I can see. They could have chosen to leave a backwards compatible call in the API.

    Forestry release 4.0.9 specifically to fix some incompatibilities with EBXL. Your best bet would be to report this to them. We will not be fixing the issue. We are sorry for the inconvenience that the Forestry update has caused.
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10

    Unless we have copies of your logs(see OP) we don't know what you mean by "breaks" :P

    Posted in: Minecraft Mods
  • 1

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10

    As reported at https://github.com/ForestryMC/ForestryMC/issues/783, Forestry chose to break its own API along with compatibility with every mod using it. They could have chosen to be backwards compatible, but they have not. This is a huge change in position since SirSengir first wrote the Forestry compatibility code for Extrabiomes. Basically, the Forestry devs are saying: "We messed everything up. Too bad. Go talk to the other guy. It is their fault that we are not going to fix it."


    We sympathize. It is unfortunate that the Forestry devs have put you in this position. Relative to the Forestry team, we have very limited development resources...and the truth is that the Forestry devs, if they cared about this issue, could easily submit a patch for Extrabiomes through github. They are choosing to redirect your frustrations to us rather than own the design choice they made that put you in this situation.

    Posted in: Minecraft Mods
  • 2

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10

    With all due respect, puppy, "I've also heard" is normally the way rumors begin, not facts. :)


    The truth is that modded blocks are no different than vanilla blocks...they just have different textures and properties...so a mod's dirt is basically the same a vanilla's stone to the code...nothing to cause lag..


    However, some blocks, like the vanilla furnace, are attached to ticking tile entities, this normally doesn't cause lag in vanilla because the blocks don't do anything complicated...but in a mod, the ticking tile entity might be handling complex calculations, so too many can cause lag.


    Transparent textures don't normally cause lag, either, unless you have a nominal system. The GPU handles transparency for the most part, so there should be no extra drag on the CPU.

    Posted in: Minecraft Mods
  • 1

    posted a message on Storage Drawers - [1.7.10 - 1.12]
    Quote from UberAffe»

    Any idea when we might get that tape for moving the drawers? It's something I find myself wanting more and more as I get into mid-late game.

    1.7.10 btw


    JABBA hand trucks work great for moving storage drawers.

    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.