• 4

    posted a message on Risugami's Mods - Updated.
    Quote from SexyDrakeMoeiz

    This happens when i load all mods on their own/together i've tried every mixture, help please.
    Minecraft has crashed!
    ----------------------

    {snip}

    ModLoader: Mods loaded: 11
    ModLoader 1.5.2
    mod_ReiMinimap v3.3_06 [1.5.2]
    mod_Armor 1.5.2
    mod_Arrows 1.5.2
    mod_SpawnerGUI 1.5.2
    mod_Shelf 1.5.2
    mod_ReiMinimap v3.3_06 [1.5.2]
    mod_Armor 1.5.2
    mod_Arrows 1.5.2
    mod_Shelf 1.5.2
    mod_SpawnerGUI 1.5.2



    {snip}


    You have literally installed your mods twice. Clean out the redundancies.
    Posted in: Minecraft Mods
  • 3

    posted a message on Risugami's Mods - Updated.
    Quote from craftiii4

    I'm having a problem, I followed the steps, twice, one using the adfly link and other using the direct link.

    With both I get the error "Caused by: java.lang.ClassNotFoundException: BaseModMp"

    So I checked the minecraft Jar file, noticed it was not there so I went back to the downloaded file, wondering how I had failed to copy it over, only to notice that the downloaded files did not contain this file?


    BaseModMp is part of ModloaderMP --an unrelated mod-- if I'm not mistaken.
    Make sure you're starting from a clean jar and that you've removed any outdated mods from your mods folder.
    Posted in: Minecraft Mods
  • 2

    posted a message on Risugami's Mods - Updated.
    Quote from nightcraft776

    Wtf Heres a crash report i installed modloader plenty of times but this time i tryed and it failed plz tell me

    {snip}


    java.lang.RuntimeException:

    ========================================
    Smart Moving could not find the required API "Client Player API"!
    ----------------------------------------
    Download Player API universal from:
    http://www.minecraftforum.net/topic/738498-/
    and install it on your system to fix this specific problem.
    ========================================


    {snip}


    Seems pretty self-explanatory to me. Either install what's being requested or remove the Smart Moving mod.
    Posted in: Minecraft Mods
  • 1

    posted a message on Risugami's Mods - Updated.
    Quote from baseballboy7707

    how can i get the 1.5.1 version of modloader because i cannot find the link


    I'd suggest trying the instructions at the bottom of this post.
    Posted in: Minecraft Mods
  • 1

    posted a message on Risugami's Mods - Updated.
    Quote from fuzzhead206

    nice mod selection. Cany you make a toomanyitems fot minecraft beta 1.4???


    Why would you ask Risugami? You should ask Marglyph, the creator of Too Many Items. Though, I feel the answer might be a solid 'no'.
    Posted in: Minecraft Mods
  • 2

    posted a message on Risugami's Mods - Updated.
    Quote from Creeper666666

    All of Risugami's Mods use ONLY Modloader. All the mods are incompatible with Forge.


    Not quite true. Forge does a half-decent job running Modloader mods with its compatibility layer. While, yes, there's no guarantee that an RML (Risu's ModLoader) mod will work 100% perfect in Forge, it's a far cry away from "incompatible".
    Posted in: Minecraft Mods
  • 1

    posted a message on Risugami's Mods - Updated.
    Quote from Leanardoe


    Alright, what version is for 1.4.7? And is Death chests smp compatible if I use forge?


    The Old Versions link appears not to have a 1.4.7 version. I'd suggest following the suggestion at the bottom of this post.

    It really can't be guaranteed that Forge will run the mod properly, much less enable it to work in SMP. I'd say a cautious "no" is a good answer but I'll let somebody more knowledgeable answer in my place. Or just try it out and see. YMMV (Your Mileage May Vary).
    Posted in: Minecraft Mods
  • 1

    posted a message on [SOLVED]Tile Entity Errors?
    Correct me if I'm mistaken (Odininon/Freyja? :P ) but I think this is what you need in your Tile Entity class:

    import net.minecraft.network.INetworkManager;
    import net.minecraft.network.packet.Packet;
    import net.minecraft.network.packet.Packet132TileEntityData;
    
    	@Override
    	public Packet getDescriptionPacket() {
    		NBTTagCompound c = new NBTTagCompound();
    		c.setInteger( "blockID", this.blockID );
    		c.setInteger( "blockMeta", this.blockMeta );
            return new Packet132TileEntityData( xCoord, yCoord, zCoord, 1, c );
        }
    
    	@Override
    	public void onDataPacket( INetworkManager m, Packet132TileEntityData p ) {
    		this.blockID = p.customParam1.getInteger( "blockID" );
    		this.blockMeta = p.customParam1.getInteger( "blockMeta" );
    	}
    Posted in: Modification Development
  • 1

    posted a message on [1.5.1/1.5.2][Forge][SMP-capable] AltriaCraft - v1.0_a2b [WIP]
    Quote from Yurei


    I really like Tinkers' and the idea of creating a unique weapon, so another mod with similar features would be pretty great. As long as it doesn't become exactly like Tinkers', I support this idea.


    The problem with Tinkers' Construct is that, at least from my general overview of it, the mod doesn't grant the player freedom, just adds a very thorough (and horribly designed, IMHO) crafting system with lots of different parts that have to be cobbled together.

    If I did decide to pull a quasi TC, I'd be eliminating prefabrication in all its forms. You'd just be throwing materials onto the Blade Works and pulling out whatever the heck pops out on the other side.

    The system would probably bring about another registry, the MaterialsRegistry class, which would allow registering items as hilt and blade materials and giving them proper "stats" that would be combined to create the final result. I assume I'd probably have to do a crap-tonne of render-passing to achieve the result sword sprites but I'm down with that.

    Quote from Laskeri

    For all that Tinker's Construct says it does, I find that it doesn't really make me attatched to the tools and stuff. It's difficult to describe, but it's not really compelling gameplay IMO. It doesn't feel like it has longevity. Of course, I'm sure you could do it in an interesting way (I'm assuming you mean different materials for the handle/blade?) but that's just my thoughts on the matter.


    Naturally, I would do a lot of fine-tuning to make the process simple yet powerful. At the moment, the only real utility of the system would be freeing the player to craft weapons almost entirely regardless their material supplies. However, the ultimate payout wouldn't be too great. You'd still want to focus on purer swords.

    Additionally, this idea would result in an over-complication of the later alkahestry elements that allow modifying the sword's innate abilities and form.

    Again, just something to toss around until either it's decidedly implementable or ultimately jossed.
    Posted in: WIP Mods
  • 1

    posted a message on [1.5.1/1.5.2][Forge][SMP-capable] AltriaCraft - v1.0_a2b [WIP]
    I'll give you something to talk about, then! :P

    I've basically FUBAR'd AltriaCraft trying to fix up the code, lol. Gonna be an interesting night. It's not exactly a walk in the park to condense so much sword stuff into one single ID and Item object.

    However, the trade-off is pretty cool. Swords basically become infinitely malleable. If I so desired, I could easily pull a quasi Tinkers' Construct and allow the player near-free reign at forging weapons.

    Thoughts?
    Posted in: WIP Mods
  • To post a comment, please .