• 1

    posted a message on [256x] Cyberghostde's HD Texture Pack [1.16.2 v1.2]
    You packs images look nice, but I cannot get adfoc.us to download it. All I get are annoying and persistent popups to install software I don't need and repair download repeatedly fails and eventually wants a captcha filled out.

    I cannot download under these terms, sorry.
    Posted in: Resource Packs
  • 1

    posted a message on Suggestion: Patreon Thread

    This Forum Needs a Patreon thread

    Most modders now have Patreon accounts to earn their income from their mods.

    So, we should appease them by creating a thread where everyone can post their Patreon links and status about how much they want.

    This will also allow them to put (in spoilers, hopefully) what new addition, version, enhancement they are providing top contributors.

    Since this issue is known and accepting, I see no reason to make them all hide their Patreon's in individual threads. They should be encouraged to join together and share their Patreon usage with the rest of the community.
    This thread is just a suggestion. Not everyone will agree with me. If you don't that's fine, too. Post your reason and we'll discuss it.

    Thank you.
    Posted in: Mods Discussion
  • 1

    posted a message on [1.7.2] Localization for pretty much everything
    Use setBlockName("yourUnlocalizedName");

    And LanguageRegistry is gone now. Use lang files, en_US.lang for instance.
    Posted in: Mapping and Modding Tutorials
  • 2

    posted a message on [1.7.2] Forge | Add new Block, Item, Entity, AI, Creative tab, Language localization, Block textures, Side textures
    Actually, for a simple block you don't need to mess with Icon's at all:

    in your block class just put

    No other code is required as long as you have a file called "assets\<yourmodid>\textures\blocks\<your-png-basename>.png" with your icon texture in your resources folder.

    (replace the stuff inside <> with your own names.
    Posted in: Mapping and Modding Tutorials
  • 1

    posted a message on [Solved] Error during crafting in 1.7.2 (forge)
    I do not see your code, but I am assuming you never registered your goldenRod with the itemRegistry, hence is has no index.
    Posted in: Modification Development
  • 1

    posted a message on A new way to cut trees
    1. Axe falls from sky when you log in.
    2. Take axe and hack at a tree until it drops tree item.
    3. Pickaxe for stone mining falls from sky.
    4. Mine stone for a furnace.
    5. Crafting table falls from the sky.
    6. Pickup and place crafting table, and put cobble into it for making furnace.
    7. Mine coal with axe that fell.
    8. Put coal in furnace.
    9. Mine iron with magic axe.
    10. Put iron in furnace to get ingots.
    11. Put ingots in crafting table to get blade.
    12. Get two stick that fell from the sky.
    13. craft saw with crafting table that fell from the sky.
    14. Cut up tree to get logs.
    15. Craft planks from logs
    16. Make the sticks that fly up to heaven... the rest you keep
    17. Craft the crafting table that flies up to heaven.

    At some point we pay the gods back for the axe that fell from the sky.

    S :-)
    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on Simple request to all mod developers
    I have always appreciated the work the people do making mods for all to enjoy. That devotion to greatness and attention to detail is admirable and well-placed.

    Now, to the topic. Please, please, please, with all that is in me, stop using ad.fly links. They do not work for me and the thousands of others who do not like cookies and who detest having an open javascript permission set.

    No matter what I do, IE 11 in protected mods will not download anything from ad.fly. ad.fly is absolute spammy trash to begin with. They have a notorious reputation for gotchas like a link in the middle of the page that says your download is ready... only to send you to another area having nothing to do with the mod. Only thing is, the skip ad > button does not appear for people whose browsers are not open to all kinds of attacks.

    So, please stop. You few cents of profit, if any, does not warrant making it impossible for many people to access your content.

    Thank you,

    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on 1.7.2 mods
    Not even close.

    1.7.2 was "the update that changed the world", literally. There is no way a Forge mod or any complicated mod at all will be available for 1.7.2 MC until the MCP (Minecraft Coder Pack) people update their utilities. Then, of course, Forge has to be updated to the new MCP models and API. Then modders can get to work up 1.7.2 updates.

    Don't hold your breath... you might not live.,
    Posted in: Mods Discussion
  • 2

    posted a message on Tinkers Construct
    Actually, in real life tools and items are made by various processes. Liquid molds are the rarest type. Presses, brakes, molders, shapers, milling machines, davenport machines, screw machines, and the list goes on. So, in a way the realism isn't that close to real life.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Hi SP614x,

    I have really enjoyed the ease of use that your MagicLoader has afforded me since I have downloaded and started using it. It is pretty awesome and has a lot of great features. So, thanks for that.

    I have a feature request to make that I'm not thinking is too hard. Since I have started using LiteLoader for some of my newer mods, I find that there is no way to select, enable, disable, or even see them on the external mods part of the setup screen. These are simple mods that have a .litemod extension rather than .zip or .jar as far as I can tell. However, they are not usable unless LiteLoader has been added as a normal jarmod or internal type. I load mine right after forge and everything seems to work.

    Do you think you might be able to add this support in an upcoming release? If so thanks and I'm anxious to start using it. If not, then I guess I'll keep using it the hard way until something better comes along, but I'd really rather keep using MagicLauncher for it's nice features.

    Posted in: Minecraft Tools
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