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    posted a message on 16w02a [NEW MAP] RANDOM SERVER TITLE [ SNAPSHOT N' STUFF ]
    IGN: Sinistral777 and Kayti728 and Riggledawn

    Location: US

    Age: 24/21

    Reason For Joining: We wanted to get back into minecraft. I love FTB and she loves Mo'Creatures. We have been looking for something to occupy us until Starbound comes out. I am also very curious at looking at some other peoples creations.

    About Us: I'm a Software Developer/Website Designer. She does early childhood teaching. We love Smite, and are anxiously awaiting Starbound and Elder Scrolls Online. Minecraft is a game we always end up coming back to, and each time I try to get into something new, which FTB has a lot more options for doing that. (I always wanted to mess with LUA for computer craft)
    Posted in: PC Servers
  • 1

    posted a message on Custom NPCs
    Quote from rextheblob

    By any chance is there a server version to this mod???


    This mod works on SMP just fine.

    Quote from eceyo

    Here is an odd question, but would you be able to add an audio feature? So for example, you can add a voice to an NPC when they say something. It would be really cool to get some friends together, record some dialogue and then add it to the game. Then you can make an adventure map, where you can can full on voiced conversations with people.


    This is on the todo list. No ETA yet.

    Quote from Prodigy03

    Last week, I could make quests with rewards and you could start and complete them. Now for some reason I can make a quest set it to a dialog and set the dialog to a NPC and you can't start the quest. I'm going to download a fresh copy of the mod and re-install it and see if that works :(


    EDIT: Nope that didn't work not real sure whats going on, but this is really frustrating


    Are you still having this issue?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)


    Examining file Thaumcraft.zip for potential mods
    2013-01-29 14:38:59 [FINER] [ForgeModLoader] Located mcmod.info file in file Thaumcraft.zip
    2013-01-29 14:38:59 [SEVERE] [ForgeModLoader] Unable to read a class file correctly
    java.util.zip.ZipException: invalid distance too far back
    at java.util.zip.InflaterInputStream.read(Unknown Source)
    at org.objectweb.asm.ClassReader.a(Unknown Source)
    at org.objectweb.asm.ClassReader.<init>(Unknown Source)
    at cpw.mods.fml.common.discovery.asm.ASMModParser.<init>(ASMModParser.java:41)
    at cpw.mods.fml.common.discovery.JarDiscoverer.discover(JarDiscoverer.java:55)
    at cpw.mods.fml.common.discovery.ContainerType.findMods(ContainerType.java:30)
    at cpw.mods.fml.common.discovery.ModCandidate.explore(ModCandidate.java:52)
    at cpw.mods.fml.common.discovery.ModDiscoverer.identifyMods(ModDiscoverer.java:103)
    at cpw.mods.fml.common.Loader.identifyMods(Loader.java:335)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:458)
    at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
    at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
    at ho.c(DedicatedServer.java:64)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
    at fy.run(SourceFile:849)
    2013-01-29 14:38:59 [SEVERE] [ForgeModLoader] There was a problem reading the entry thaumcraft/common/entities/golems/EntityGolemStone.class in the jar /opt/multicraft/servers/server1/mods/Thaumcraft.zip - probably a corrupt zip
    cpw.mods.fml.common.LoaderException: java.util.zip.ZipException: invalid distance too far back
    at cpw.mods.fml.common.discovery.asm.ASMModParser.<init>(ASMModParser.java:47)
    at cpw.mods.fml.common.discovery.JarDiscoverer.discover(JarDiscoverer.java:55)
    at cpw.mods.fml.common.discovery.ContainerType.findMods(ContainerType.java:30)
    at cpw.mods.fml.common.discovery.ModCandidate.explore(ModCandidate.java:52)
    at cpw.mods.fml.common.discovery.ModDiscoverer.identifyMods(ModDiscoverer.java:103)
    at cpw.mods.fml.common.Loader.identifyMods(Loader.java:335)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:458)
    at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
    at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
    at ho.c(DedicatedServer.java:64)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
    at fy.run(SourceFile:849)
    Caused by: java.util.zip.ZipException: invalid distance too far back
    at java.util.zip.InflaterInputStream.read(Unknown Source)
    at org.objectweb.asm.ClassReader.a(Unknown Source)
    at org.objectweb.asm.ClassReader.<init>(Unknown Source)
    at cpw.mods.fml.common.discovery.asm.ASMModParser.<init>(ASMModParser.java:41)
    ... 11 more
    2013-01-29 14:38:59 [WARNING] [ForgeModLoader] Zip file Thaumcraft.zip failed to read properly, it will be ignored
    cpw.mods.fml.common.LoaderException: java.util.zip.ZipException: invalid distance too far back
    at cpw.mods.fml.common.discovery.asm.ASMModParser.<init>(ASMModParser.java:47)
    at cpw.mods.fml.common.discovery.JarDiscoverer.discover(JarDiscoverer.java:55)
    at cpw.mods.fml.common.discovery.ContainerType.findMods(ContainerType.java:30)
    at cpw.mods.fml.common.discovery.ModCandidate.explore(ModCandidate.java:52)
    at cpw.mods.fml.common.discovery.ModDiscoverer.identifyMods(ModDiscoverer.java:103)
    at cpw.mods.fml.common.Loader.identifyMods(Loader.java:335)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:458)
    at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
    at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
    at ho.c(DedicatedServer.java:64)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
    at fy.run(SourceFile:849)
    Caused by: java.util.zip.ZipException: invalid distance too far back
    at java.util.zip.InflaterInputStream.read(Unknown Source)
    at org.objectweb.asm.ClassReader.a(Unknown Source)
    at org.objectweb.asm.ClassReader.<init>(Unknown Source)
    at cpw.mods.fml.common.discovery.asm.ASMModParser.<init>(ASMModParser.java:41)
    ... 11 more

    This isn't a critical error, but I get this everytime on server startup. Was just curious what it was about.
    Posted in: Minecraft Mods
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    posted a message on Taking Mod Requests [Closed At This Time]
    One Time Chest, a mod for adventure mode. It is simply a chest that will give out it's contents once per player. Once it is empty, it would change model to an open chest for that player.


    Another simple one, a mod that will only cause a player to drop specific items, as specified in a config file, upon death.


    If you don't get around to these, I probably will in the future, but thought I'd post em here.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from WolfLord77

    In what way is this mod "Incompatible" with Optifine? I could not find anything about it on the wiki and thus am not sure if the issue has been resolved or not =/


    It causes an already tessalating crash on occasion. Something to do with rendering code incompatibility I think?
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Mostly it's a personal request, but it would make this an awesome mod for adventure maps. Weapons can be scaled using enchantments and NBTEdit, as can Monsters. I would love to be able to have a viable mage component using this mod. ( I could also create a type of class system via Noppe's Custom NPCs.

    Also, it would mean more downloads for mithion from adventure map makers as well. He already has code for altering certain effects like damage and duration, I couldn't see this being terribly difficult to implement.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Are there any plans to do something like add enchantments that can make spells scale? (Even if it is an Admin only thing). Something like an enchant that adds 1 damage per level or something when added to a spell book (sub this for stronger summons, stronger heals, more duration, etc. Could do like .5 damage per level per casting mod (so 1.5 at augmented)).
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from mabb616

    thanks for the reply Sinistralis. I see where yr coming from. The only reason i asked about using this mod in survival was because i had heard it was possible. Any kind of modding in minecraft has the possibility to ruin the games balance. i think this mod is one of the best coded npc mods, so I planned on adding some decent guards for villages i build in survival. many of the mods that include this are a little buggy right now. noppes work just seems like the most stable and comprehensive npc system right now.

    thanks alot

    mabb


    Hence my point. If you are going to play legit on solo, why not just open creative mode and get the wand and set it up, then remove it?

    Mindblow Tip: You can use the wand to make a recipe for the wand. (lol)
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from Epidemia78

    As if people playing survival have no need for NPC helpers? He should just make the crafting recipes prohibitively expensive, creative players can still use it...


    Have you used the mod? You customize EVERYTHING about the NPC, including health, damage, and exp dropped. If you plan to play legit, just install NEI or TMI and grab the wand.

    Quote from link2mott121

    Awesome mod but a lot! But some items are not in my NEI D: Here is the list of mods i have so can you please see if they block out some o the items codes The list of mods: TF2 sentry teleporters and dispencers then Millenare, NEI, FML, Minecraft comes alive, and felluros guns


    What items aren't showing up? Are you getting any conflicts in your log? (A good practice when Minecraft loads is to open up your log in your .minecraft folder and search for Conflict, Severe, and Err.

    Conflict: This search will tell you about ID conflicts
    Severe: This search will highlight some major warnings. (You can disregard when it complains about loading unsafe mods near the top though) The main thing this tells you is Entity IDs
    Err: While you get some junk, this highlights STDERR's which are usually game breaking and need resolved ASAP.


    This is how I usually debug my mods anyway.
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    Quote from mabb616

    I want to try this mod but the config file doesnt allow the option to craft the npc wand. Strange because thats mentioned all over the OP and in the wiki. Here's a copy

    DisableExtraNpcItems=false

    #Default Item ID range is from 26700
    ItemStartId=26700

    #Default Block ID range is from 1525
    BlockStartId=1525

    InventoryGuiEnabled=true

    mabb


    This mod is not meant for Survival Use as you can create, basically, an overpowered armada if you wanted to. This mod is meant for use by a creative player, usually to design content for a server or adventure map.
    Posted in: Minecraft Mods
  • 0

    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Is there a comprehensive list of all the exposed functions with some detail about their arguments?

    If not, how would I go about making such documentation?
    Posted in: Minecraft Mods
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    posted a message on [WIP-ALPHA]ForgeEssentials: Permissions, Protection, Logging & more for Forge-based Servers
    How do you get your ban configs to keep? It keeps changing anything I put in it back to default.
    Posted in: WIP Mods
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    posted a message on [1.5.2] Audiotori r6 - Cascading sound pack manager
    Considering this is mod loader and not forge, this probably isn't a possibility sadly, but I'll ask nontheless. Would it be possible for you to hook into Forge Essentials and use their Zone defenitions to play music upon entering a zone? (And fading out upon leaving)

    This music would take priority over other tracks obviously.
    Posted in: Minecraft Mods
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    posted a message on Mob Editor
    Would it be possible to make a Forge mod, preferably without core edits, that would

    1) Discover all mobs registered with the game
    2) Allow you to edit loot rate and loot items for each individual spawn

    Additionally, could we extend this to edit Damage/Health/Armor/Effects? Perhaps by Biome?

    I can assist in making this, although I would put myself on the novice level of Mod Development currently. I know a good bit of java but have not delved into the Forge API yet.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [WIP-ALPHA]ForgeEssentials: Permissions, Protection, Logging & more for Forge-based Servers
    Is the item banning functionality enabled?
    Posted in: WIP Mods
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