You might also take a look atthe Minecraft Mod Archive for some other project ideas.
You might also take a look atthe Minecraft Mod Archive for some other project ideas.
Please update KoreSample to the latest version. (1.3.2) here
Thanks, Nakranoth, for trusting me with this lovely mod.
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.
There must be something wrong with BON then. =(
That line doesn't have any MCP names in it:
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 [
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.)
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.
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.
I started playing minecraft again for a few weeks now and I noticed a pretty big ammount of abandoned mods.
People either just stopped developing mods or just aren't interested in maintaining/updating them anymore.
This is a pretty big problem (especially for modpacks), if people want to use the feature of the newer releases, like the enhanced batteling system.
That's why I want to try and revive them again, update them to the newest version.
These are the rules:
1. I only make a sort of legacy update aka. I'll make them work with the new Minecraft versions and maybe fix incompatibilities with other big mods. Nothing more, nothing less.
2. I'll update them to work with upcomming MC versions as well. If you want some new features, you'll have to ask someone else, as that's the only way I can "rescue" as many mods as possible (refer to rule 1). Or just try to add them yourself. It's serously not too dificult to learn minecraft modding. At least on a smaller scale.
3. If you want to contribute to the mods by adding new features please do it over github via pull request. I'll include them to the mod with the next release (and add you to the list of authors, of course)
4. I won't take the projects away. If a dev don't have time at the moment but eventually wants to continue maintaining the mod, you'll have to wait.
I will not update it; however, it has been released to the public domain, so anyone can. - Scott Killen on Ancient Tree's project page over on Curseforge
Status: Updated mod to 1.8.9, 1.9.4, 1.10.2 and 1.11.2 Take a look
Mod is stable now (at least for single player)
I've updated Vanilla-Inspired Teleporters
I've not fully tested it yet, but I've published builds on my GitHub for 1.9.4, 1.10.2 and 1.11.x. You can check them out here if you'd like.
I'll try and make contact with DanYeomans and see if he'd be willing to let me take over the CurseForge project for the mod as well.
Animal Transport Mod => Mobport
Do you ever wanted to transport some mobs? Yes? Then this is mod for you! You can catch wild animals and then place them behind the fence. What more can I say? Just try! If you want give me some advice write it below this post. The real breeding of animals is in development. Maybe I can make better versions in future. Here are some screenshots:
1. Open your Minecraft.jar with WinRar/7Z or any other archiver program
2. Delete META-INF folder
3. Install ModLoader for MC 1.2.5
4. Install Mobport by copying it from .zip file to your Minecraft.jar
5.(optional) Configuration file has been added and can be found
You can modify block's and item's IDs for more
compatibility with other mods.
If you want support my mod, put this in your signature:
[url="http://www.minecraftforum.net/topic/655454-181-animal-transport-mod-v130/"]I support Mobport[/url]
What a brilliant mod! And thank you for making it configurable. There should be lots more AI tweaking/replacing mods.
Also thank you for trusting ScottKillen with your mod, it is definitely in good hands with him.
Likely won't be coding today. On call and I've been up for 24hrs. Time for some zs
ExtrabiomesXL is a collaborative open source mod for Minecraft which adds new biomes and an assortment of natural blocks and items that enhance gameplay and make exploring fun and interesting. Keep up-to-date on the latest development news and general interest regarding ExtrabiomesXL on http://extrabiomes.com/. The official ExtrabiomesXL wiki is the best place to read any kind of information regarding ExtrabiomesXL.
ExtrabiomesXL 3.16.3 was tested using Minecraft Forge 10.13.4.1481, which can be found here.
ExtrabiomesXL is delivered in a single universal download which can be installed on clients and servers alike.
Resource Pack Support
A list of resource packs and texture packs which support ExtrabiomesXL can be found on our wiki. We can't guarantee all of these will be up-to-date, however.
ExtrabiomesXL team member gwydion0917 has utilized Custom Stuff 2 to add special red rock versions of furnaces, buttons, pressure plates, etc. It can be found here.
The changlog can be found on our Wiki.
ExtrabiomesXL is currently available in English, French, German, Italian, Polish, Portuguese, Russian, Simplified Chinese, Spanish, and Swedish.As ExtrabiomesXL updates with new content, however, we can't guarantee these localizations will remain up-to-date. We'd greatly appreciate any assistance in ensuring all of ExtrabiomesXL's localizations are up-to-date and accurate. A list of the localization files can be found here. Always feel free to add new languages! Our localizations are done by hand, by speakers of the select language for utmost quality, so please no Google Translate. Thank you!
You are free to distribute ExtrabiomesXL in your modpack, so long as it's not being used to make money.Credits
If you have any problems or questions, please ask in the forum. Be advised, however, that we can never diagnose or fix anything without a complete log file. You should post your complete log (ForgeModLoader-0.log, or ForgeModLoader-client-0.log) on pastebin (or any other similar text sharing service) and then post a link to it here in the forum. The community around this thread likes solving support issues and the most important step you can take is posting your complete log file. Any support requests should be handled publicly where everyone can benefit. Please do not PM the team members with support requests!
Note: Failure to post complete log files using the directions outlined above severely reduces the likelihood that you will achieve a successful outcome to your support your support issue. How to receive support if you do not have a crash report. In the event that Minecraft didn't crash and you did not get a crash report, don't worry. Crash reports are not helpful or wanted. To receive support for your issue, post a complete log by following the above instructions.
A list of frequently asked questions is available on our Wiki.
Show your support for ExtrabiomesXL with one of our community made banners available from the wiki!