• 0

    posted a message on [1.5_01]All Natural Apples
    Hm. Practically every tree gives me an apple or two, even using the 1% - sometimes more than that - but I haven't seen a single sapling since I started playing with this mod. I'll take your word for it that they DO spawn, I suppose, but it's just weird.

    Personally, I play with Risugami's More Stackables, so keeping the stacking-apple version separate to avoid mod conflicts would be greatly appreciated. :smile.gif:

    I guess I'll see if I still get saplings with the 10% version... though, damn, I'll be rolling in apples. And PlasticCraft makes them a tiny bit OP with its much-easier-than-golden-apples health needle... Ah well, I just don't need to craft many of those!

    Still, this mod makes apples more than a little less ridiculous. :Diamond: for you.

    ETA: Seconding my vote for the GUIAPI mod. It's by lahwran and can be found here. I don't know enough about the backend to know if drop rates can be adjusted on the fly, but... might be handy if they can? At least you wouldn't need to reinvent the wheel, that way.
    Posted in: Minecraft Mods
  • 0

    posted a message on SSP: Plays fine for a while, then freezes, inconsistent save
    Thanks; I'll give that a try. It's hard to be sure, with sporadic problems like this one(at least I never noticed a pattern), that it's really fixed, but my last session at least let me end normally, so I'll see how it goes in future.

    ETA: Yeah, that seems to have fixed it. At least it hasn't given me trouble since, though I haven't been in quite as long a session either. Thanks!
    Posted in: Legacy Support
  • 0

    posted a message on SSP: Plays fine for a while, then freezes, inconsistent save
    I'm running under Windows 7 with an AMD quad-core ~3.2GHz processor, 4GB RAM, and an nVidia GeForce GTS 450 with 2.5GB RAM.

    The game runs just fine for a while, but from time to time it just... goes black and doesn't respond to input. The music keeps playing, but that's it. No error messages; I'm forced to close the nonresponding Java window.

    When I go back into the game, my inventory and position don't quite match the state of the world as I last saw it - I'll have exactly the right number of torches, for instance, and be in the position I'd got to where I was before, but not all of those torches I'd placed will actually exist in world.

    When I'm exploring a cave, this is a nuisance.

    When I'm excavating, it's lethal. I was just cutting a minecart tunnel, and the game crashed. When I reloaded, I was inside the hill and suffocated (but saw, before dying, that ALL of the booster tracks I'd placed before the crash were indeed gone from my inventory). I got dumped back at the spawn point with a message that my bed either didn't exist or was blocked - it existed, though maybe there was no direct path because I'd shut doors when I left, I don't know. I tried to see if I could get to around the right spot and dig out the rock, see if my stuff was buried, but no dice. That's track pieces gone that had taken me a few hours to find the iron and gold for - this map has not been very generous with either.

    This is, for obvious reasons, rather frustrating. Is there anywhere I can look for an error dump? The .minecraft directory in my Docs tree doesn't seem to have anything, nor does the directory where the launcher is installed. If there's any way I can keep this from happening, I'd love to hear it, because this makes any project of note more of a gamble than I find fun. Killing my own dumb self through falling into lava or bringing gravel on my head is one thing; having the game screw me over like this is another entirely.
    Posted in: Legacy Support
  • 0

    posted a message on [1.4.7] Contagion
    I've looked through the whole thread and haven't seen this addressed, so.

    I'm trying to put in both Contagious and Chest Bump. There's a pair of files that is present in both: OcaConnect.class and OcaProperties.class. Does it matter which of these I include? If so, which one should be in there?

    Edit for clarity: I mean, which mod's version of those two files should I put in - Contagious or ChestBump? Obviously I need both in there from SOME source.
    Posted in: Minecraft Mods
  • 0

    posted a message on [MOD]Blodappelsin's BETA mods - Healing Fountain, Carbonater
    Okay, I'm getting a bit confused.

    Trying to run Carbonater(I'll worry about Healing Fountain later), and it keeps crashing on me.

    Here's the error report:

          Minecraft has crashed!      
          ----------------------      
    
    Minecraft has stopped running because it encountered a problem.
    
    If you wish to report this, please copy this entire text and email it to [email protected].
    Please include a description of what you did when the error occured.
    
    Mods loaded:
    ModLoader Beta 1.2_02v2
    mod_Arrows 1.2v2
    mod_Bonesidian Beta 1.2_01
    mod_Carbonater Beta 1.2
    mod_Marble b1.2
    mod_boneDefuser Beta 1.2_01
    
    --- BEGIN ERROR REPORT 96f566dd --------
    Generated 30/01/11 9:02 AM
    
    Minecraft: Minecraft Beta 1.2_02
    OS: Windows XP (x86) version 5.1
    Java: 1.6.0_23, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: Radeon X1600/X1650 Series version 2.1.8545 Release, ATI Technologies Inc.
    
    java.lang.Exception: Image not found: /carbonater/carbon.png
    	at ModLoader.loadImage(ModLoader.java:547)
    	at ModLoader.RegisterAllTextureOverrides(ModLoader.java:693)
    	at nh.<init>(nh.java:110)
    	at net.minecraft.client.Minecraft.a(SourceFile:259)
    	at net.minecraft.client.Minecraft.run(SourceFile:606)
    	at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 7da8d572 ----------


    This confuses me, as there is most definitely a carbon.png in the /carbonater directory(the default).

    Any idea what could be causing this? I was worrying about a conflict with one of my other mods, but it's just... such a bizarre error to see in that case.

    I'm using Minecrafter to assemble a pack of mods, in case it makes a difference.

    ETA: Mods installed but not shown in the list above: GUI Settings API; Death Chest; 303's Grass Arrow; More Worlds; TooManyItems inv-editor. Carbonater is the most recent mod I've tried to add, and without it, Minecraft runs OK.

    ETA2: Apparently Minecrafter does make a difference. It must be doing something odd about the graphics, because if I install by hand it works fine. Never mind all the above, I'll poke at Minecrafter instead - probably have to get it to exclude some of the additional files that Carbonater comes with. I hope that's it, anyway.
    Posted in: Mods Discussion
  • 0

    posted a message on [MOD] Marble (reimplemented) / b1.2 (_01)
    I note that this contains all the files added by ToolUtils. Which one should replace the other, or is there something trickier that needs to be done to get them to play nice?

    Phrased another way: If I install this mod, do I not need to install ToolUtils separately(assuming I have nothing else which also tries to replace those files, which at the current time I don't)?
    Posted in: Mods Discussion
  • 0

    posted a message on Risugami's Mods - Updated.
    Quote from BULLETSPONGE »
    is the modloader ALL that was updated? like, are you still working on the others, or do they work with 1.2_2?

    I too would like to know this. Do the other mods still work, or will I need to wait on them? If I need to wait, that's cool and I understand, I just want to know.

    ETA: I just gave it a try. Pork chops are still stacking. I was able to craft and fire explosive arrows. So it looks like, as long as you update ModLoader(including remembering to delete META-INF, durrrr), everything works! I haven't used every one of the mods in this thread, but so far, so good.
    Posted in: Minecraft Mods
  • 0

    posted a message on Minecart Boosters dont work anymore?!
    Magnets are not carrots, and minecarts are not horses; a magnet on a stick, mounted on the cart or carried by the rider, would have zero-sum force. As the magnet is pulling on the cart, it's also being pulled back toward said cart; that force goes along the stick to the anchor point and cancels the magnetic pull. (If it didn't, we'd already have perpetual motion IRL.) The magnets would have to be anchored to something other than the cart to get the cart to budge to any worthwhile degree(instead of just oscillating slightly).

    A mushroom-on-a-stick could be a way to control which way a saddled pig goes, though, much more intuitively in concept.

    Moving on...

    A number of the gripes I'm seeing about the mere possibility of removing booster carts(which are a glitch, like it or not; more eloquent people than I have explained the inherent problem with relying on them) are ignoring things that would provide a similar function because they wouldn't do it exactly the same way.

    To this I can only say: Um... what? You're expecting the same approach to work in the game through all stages of development? The same approach which is every inch exploiting* a bug?

    *: "Exploiting" as in "taking advantage of", full stop. No value judgements or accusations of "cheating" intended here.

    Things are going to change. Going along with what Notch has already said is an acceptable compromise shouldn't be the end of the world just because you need to adapt your tactics to get it to work. Especially when people are suggesting means by which a similar or identical effect could be achieved, just with an alternate process... and being ignored in favour of burying heads in the sand and insisting "I don't want it to change."

    So it might not work with already-built structures and layouts. So what? Expecting saves to work across versions at all is already pretty generous with the development going on - as anyone who plays Dwarf Fortress could testify, and as the warning on the front page tells us.

    I would like to see minecarts made more useful. Booster blocks are one way to do it. Buffing the powered minecarts, especially in conjunction with improved cart physics(including the ability to make an actual train by linking carts together), would be another. Relying upon a glitch to the point of insisting that it not be changed, when there's no logical sense to it from the outside(which, no matter how thoroughly it's been analyzed, is the case), is absurd. Boosters as they are should be seen as a stopgap, not the end solution.

    I do agree that if at all possible, it'd be best not to break boosters without providing some similar functionality, but total stasis is not the answer either.
    Posted in: Alpha - Minecraft Halloween Update
  • 0

    posted a message on Enhanced Compass Mod v2.3 [Beta v1.1_02]
    Well, that was rather silly of me, wasn't it? I saw that you'd posted an updated version as of earlier today and didn't quite register that it might not have been compatible with the Minecraft version released today. My bad.

    Will have to try it again after updating MC. I did get to try it with a slightly-older MC version, though, and it looks handy!

    Is there any chance, though, that it could be made such that the spawn-point needle of the compass is drawn over the north-pointing one? Or, even better, that it could be configurable? The spawn point is the only one that'll move if the player walks in a straight line, and having it slip under the north needle can make it ever so slightly easier to lose track of exactly where it's pointing. Not a big deal, though, just curious.
    Posted in: Mods Discussion
  • 0

    posted a message on Enhanced Compass Mod v2.3 [Beta v1.1_02]
    I've tried this a few times, once in conjunction with SimpleMap/AO, and once on its own. Delete the META-INF directory, replace the class file, run Minecraft, load a game...

    Crash.

    One time when I was in another window while Minecraft loaded, I did see that the game world had started rendering; any time I've been sitting in window, it goes directly to its crash report before I can do anything.

    Error report follows:
    --- BEGIN ERROR REPORT a1dce528 --------
    Generated 05/11/10 1:29 PM
    
    Minecraft: Minecraft Alpha v1.2.1_01
    OS: Windows XP (x86) version 5.1
    Java: 1.6.0_20, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: Radeon X1600/X1650 Series version 2.1.8544 Release, ATI Technologies Inc.
    
    java.lang.NoSuchFieldError: p
    	at ac.a(ac.java:135)
    	at fm.a(SourceFile:230)
    	at net.minecraft.client.Minecraft.i(SourceFile:982)
    	at net.minecraft.client.Minecraft.run(SourceFile:596)
    	at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT d1b545c8 ----------


    As soon as I restore the vanilla .jar, the save loads and runs fine.
    Posted in: Mods Discussion
  • 0

    posted a message on SUPER TORCH AND LANTERN TOPIC
    Gold could be an interesting compromise:

    [] :wood: []
    :GoldBar: :--+: :Glass:
    [] :wood: []

    This would be for a bullseye lantern, which could provide brighter-than-normal illumination but only in a cone. I'm not sure this is viable with the current lighting model, though.

    Point being: Gold is uncommon but currently has next to no non-decorative use(four bars to make a watch and you're done). It's less difficult to find than diamond. It could be used for a superior grade of lantern - though you still need an adequate light source to go deep enough to FIND gold, it's true.
    Posted in: Alpha - Minecraft Halloween Update
  • 0

    posted a message on SUPER TORCH AND LANTERN TOPIC
    So... torches have a lum of 14. And monsters will spawn if it goes under 12?

    Good grief. Combined with the plan to make torches run out, that's a touch ludicrous.

    Personally, I'd rather have seen (less drastic than this) faster light attenuation at the lower levels than monsters spawning at higher light levels. The reason for this is simple: It would allow the players to gauge whether or not a place was safe purely by how well-lit it was.

    RE: relative light levels: Maybe torches should be a step or two dimmer than they are, while lanterns keep the brightness that torches have now(or crank up to "daylight" levels, especially if they're using lightstone). This wouldn't be workable with the current super-high safety threshold, but that's a part of why I think that threshold is excessive. As it stands, it sounds like any place that isn't right beside lava needs to be blanketed with torches if you don't want to have enemies spawning all around you. Even aside from the danger factor, that would just get tedious, whether in terms of planting torches or killing mobs - to say nothing of the inventory space needed to carry all the torches(or, if you haven't found a wealth of diamond, surplus swords/armour).

    I really, really hope this gets dialled back. I usually don't mind a little risk(and I'm aware that Peaceful exists for the times that I do), but this would just make the lower levels too much work to be fun. (Edit after reading the Wiki some more: especially in the lowest levels, where there is NO WAY to stop them.)
    Posted in: Alpha - Minecraft Halloween Update
  • To post a comment, please .