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

    I did notice that
    so I repack the files into the format that makes magic launcher work
    It's something else


    MagicLauncher is hardly a sound program. Mods might work for it. Might. Other times it will just mess it up no matter how you set it up. Install it manually.
    Posted in: Minecraft Mods
  • 1

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Terethien

    It quite literally spells out the problem for you there. You need to install GUIApi properly, into the jar


    Wish it said "Your parents tried to beat some sense into you, not out of you."
    Posted in: Minecraft Mods
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    posted a message on [1.4.5] Explosives+ [PR V3.9!][Pre Release 5 1.4.5 December 2nd!]
    Quote from ARMA2OA

    Hello, I can't post a error log it's too fast, my Minecraft crashes whenever I set off the Mega Nuke, ill try and get a error log asap


    It's likely your computer can't hand the badassery of an atom unleashing the power of 60,000 tons of TNT in the blink of an eye.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] PK's Boombox_v2.1: Forget about records, play all your music in-game (Update 14/9/12)
    Quote from MindKrafter

    So they shall! :SSSS:



    In all my days spent here, this may be the greatest reply I've received yet.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.4.5] Explosives+ [PR V3.9!][Pre Release 5 1.4.5 December 2nd!]
    Quote from madeby

    It also doesnt blow up any non-electic materials like cobblestone and wood,dirt etc.

    Heres a video link of someone playing modern warfare 2 in the mission second sun where a huge EMP bomb goes of and....



    About 2:11 is when things start happening and its all over at 3:23

    Note: In space watch the american lights where the EMP bomb hits, They all go out


    It wasn't an EMP bomb. It was a nuclear warhead.

    Posted in: Minecraft Mods
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    posted a message on [1.2.5] [Forge] Mine & Blade: Battlegear - Discontinued

    My minecraft crashed why?


    Because you ballsed up.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] Wedge, The WorldGen Editor: Create worlds you've only dreamed of! [256Y] [MP]
    Quote from UltraMoogleMan

    Let's stop spreading misinformation that Wedge is incompatible with Forge anymore. I fixed that with 0.3.0. It touches ms.class, yes, but thanks to permission from LexManos, Wedge duplicates the functions that Forge puts into ms.class. This means that as long as you install Wedge after Forge, the mods that use Forge should still work, and Wedge should also work.


    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Yeah I remember that now. Thanks.

    Here you go Pero. On the house:

    EDIT
    Oh ****... need to reupload, hold on.

    Try http://dl.dropbox.co...raBiomesRPG.zip
    Posted in: Minecraft Mods
  • 1

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

    So... many (like me) have the problems with White Leaves in the John Smithes Texture-Pack and ExtraBiomesXL. After 1 hour of learning by doing i found a result:
    It's very simpel: Copy from "minecraft.jar/misc/foliagecolor.png" into your John Smith Texture-Pack in the folder "misc" and overwrite these.

    This are the basic colors for leaves and gras. I don't know if that have any complications with other John Smith Textures (i found nothing... it looks ok). When somebody found a mistake please let me know.


    The RPG addon addresses this.
    Quote from JojHeywood

    If you can't find it, you're doing it wrong.


    Thanks... *sunglasses* ...for the pointer.
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from ScottKillen

    See here, nphyx: http://www.minecraft...st__p__14195022

    I spent some time looking at this last night...there is an array of acceptable biomes for the overworld. These are chosen by index from the array. The index is generated in some way from the x & z coordinates of a column of blocks (0-256 in the y-axis) by manipulating the seed through this...some of the code suggests a weighting of some kind...vanilla has some edge biomes that are forced in place to insure smooth transitions between mountains and flatlands...the code is really bad and in places it looks like the programmer gave up when adding new biomes and just forced them in place.

    I cannot figure out how to control a biome's shape, size or frequency from the code...the only alternative at this point would be writing custom terrain gen code, which would not be compatible with most other mods that affect terrain gen in some way. (Like Thaumcraft)

    If Mojang/Notch had used object oriented techniques or design patterns for the biomes, inheritance would work very well here...but (in the same way that blocks and items work) biomes are referred to in the code by an integer id...for a certain coordinate, the code can query the world to find out what biome exists there...the return is an integer ID that does not contain any information about the relationship of one biome with another. Mods that work with biomes do things based on what integer biome ID they get for a location and they act on it...for a mod to be compatible with this one, they have to know about and act upon our biome ids.

    Once we finish our API, I will look into being able to extend compatibility to other mods through their APIs...but a lot of this will depend on their APIs allowing new biomes to be introduced.

    I agree with you that it would be nice to subclass a desert and have everyone recognize that the new class is a desert variant...

    Something tells me that notch never read Effective Java.


    EDIT: One more thing to illustrate how strange the biome code is...if you remove the river biome from the list of usable biomes, you still get rivers. Oh...and icy plains are hard coded in and never appear in the list of usable biomes.


    ...Hm. I'm starting to get a grasp what's going on now. So essentially it's a crapshoot whether or not full biome control is available because Notch went maverick on the formulae?
    Quote from JojHeywood

    He tried it one.

    It was not his *Equips Sunglasses* Cup of Coffee.
    YYYYYYYYEEEEEEEEAAAAAAAAHHHHHHHHHH!


    Posted in: Minecraft Mods
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