• 0

    posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!
    Quote from Tumblr_cat»

    Loosing a Tardis is a problem that even admins have a hard time fixing. When you enter your new interior ALWAYS write down the coordinates on a piece of paper, so when you loose the exterior you can ask an admin to find it using your coords, you'll then receive a new Tardis, use the /tardis-interior-pos command to set where you spawn when entering the Tardis

    You know, I never thought of that. That's actually really smart, heh.
    Quote from 1WTC»

    We are looking at a feature which will allow you to bind a Tardis to a key, and that key will always be able to summon your Tardis and only that Tardis. So for example you could have 5 Tardises, and each Tardis has a key assigned to it. So when you use one of those keys it will summon the Tardis for that key to you. This will also work if somebody has moved your Tardis, or of the exterior has been destroyed.


    You know, that was always a little something I kinda wanted in the mod but never suggested, since it didn't seem that important at the time. It'd be a cool and useful feature.
    Posted in: Minecraft Mods
  • 1

    posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!

    Alright SWD team, I've got a neat-o suggestion. So I keep having TARDIS problems on the DMU. My first was destroyed, and my second has been lost. The admins wouldn't help me find it, because, well, over 400 TARDISes. I thought, "wouldn't it be cool if you could transmat to your TARDIS interior?" Thus, I suggest the latter. I'd like it if you could try to implement a transmat system somehow so you could get to your TARDIS when you can't summon it or rematerialize it. Thanks!

    Posted in: Minecraft Mods
  • 0

    posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!
    Quote from Arcphoenix_1»


    Anyone who had them already gets to keep them, but no one allowed to get them from the store now


    Oh, well that's unfortunate. Still not sure why mine is gone, but I guess I'll just get a new one next time I'm on.
    Posted in: Minecraft Mods
  • 2

    posted a message on Custom NPCs
    Quote from daottoad»
    Go ahead and create the entity folder and put your skins in there - your almost done!



    Quote from tobbiusness»

    There should be, though try creating one like daottoad said. It's likely that it hasn't been generated for whatever reason.



    Sorry I took so long, was on a bit of a hiatus, heh. I tried doing that, and it worked. Thanks for all your help guys! :D

    Posted in: Minecraft Mods
  • 0

    posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!

    Hey everybody! So, I haven't been on MC since Christmas, and I forgot to mention this before I had a little hiatus: on the public DMU, my TARDIS apparently was destroyed somehow, most likely by someone who has access to GM1 (because that's the only way I know how to destroy a TARDIS in UP41.) I was upset, because I had all my stuff in there. Now that I'm back, I was looking around the SWD forums and saw Arcphoenix's post about the "DMU friendly 2010 TARDIS." In it, he says "When I heard the news about users farming in their Tardises, I was felt a bit down.

    I was really looking forward to getting the interior." Then I realized: I had a 2010 interior. My question is, were all 2010 TARDISes removed? That quote somewhat implies it. I'd really like to know, because then my stuff is gone. Thanks!

    Posted in: Minecraft Mods
  • 0

    posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!

    Oi, it's me again. I'm enjoying the DMU, it's quite fun. I've got an actual question again, John: can you also trade TF2 items for the donor rank, or do you actually have to pay? I mean, I quite enjoyed the flight panel on the server. c:


    EDIT: Saffroth told me that Beta testers can use the flight panels, so nevermind this.

    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    Quote from tobbiusness»



    Okay, I'll give it a shot, though if Mac directories for Minecraft are different there might be some complications.

    1. Convert your mod file, so that you can access and modify it. Find your custom skins and make a copy of them.
    2. Go to your .minecraft folder (If it's the same for Mac, otherwise backtrack from your resource packs folder one time by the in-game option to open it)
    3. There should be a folder called customnpcs here, open it then go through assets>customnpcs>textures>entity
    4. The entity folder you should be in now is where you can place custom skins and have them picked up by Custom NPC's without having to edit the mod file. You'll be putting the custom skins you took out/copied from the mod file in here.
    5. Re-download Custom NPC's and replace the old mod file

    ...

    Profit?


    Either I'm really bad or something isn't right here. In the customnpcs folder that's in my Minecraft directory, I went into textures and there's only "cache." Is there supposed to be an entity folder there or am I just really confused?
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    Quote from tobbiusness»

    What has likely happened was something changed during the conversions. Conversions also aren't necessary to modify or look at a .jar file, you can simply use a program that can access one, like winrar or 7zip.

    1.7.10 has it's own directory in the .minecraft folder to put custom skins, .minecraft>customnpcs>assets>customnpcs>textures>entity. I recommend you copy all your skins into this folder to avoid breaking anything while poking around in the jar file. If done correctly, you also won't have to re-select all the skins for your NPC's.

    To fix your mod file, simply re-download it.

    Well, I didn't necessarily get what you're saying. I'm using a Mac with the Unarchiver, so I think I literally have to convert it. Could you possibly give me a step-by-step as to what I'm supposed to do?

    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs

    So I was using CustomNpcs version 1.7.10d, and I got this crash report while trying to add a skin. Keep in mind I did change it back to a .jar folder:


    ---- Minecraft Crash Report ----
    // Quite honestly, I wouldn't worry myself about that.

    Time: 12/6/15 5:51 PM
    Description: There was a severe problem during mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: noppes.npcs.CustomNpcs
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:497)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.ClassNotFoundException: noppes.npcs.CustomNpcs
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
    at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Class.java:348)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:497)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:497)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
    ... 10 more
    Caused by: java.lang.NullPointerException
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
    ... 38 more

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Mac OS X (x86_64) version 10.10.5
    Java Version: 1.8.0_60, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 166665744 bytes (158 MB) / 328163328 bytes (312 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1566 4 mods loaded, 4 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1566-1.7.10.jar)
    UC Forge{10.13.4.1566} [Minecraft Forge] (forge-1.7.10-10.13.4.1566-1.7.10.jar)
    UE customnpcs{1.7.10d} [CustomNpcs] (CustomNPCs_1.7.10d.jar)
    GL info: ' Vendor: 'ATI Technologies Inc.' Version: '2.1 ATI-1.32.25' Renderer: 'AMD Radeon HD 6750M OpenGL Engine'

    I've added skins before to other versions, I don't know what the problem is. Should I be using recommended forge, maybe?

    Posted in: Minecraft Mods
  • 0

    posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!

    Hey, first post on this forum. Woo to me!


    Anyways, I've got a question, John: I read on 50p5ud5's FAQ that one can get beta access for free by giving you TF2 items. Is this still valid? If so, what's your Steam? Thanks in advance! :D

    Posted in: Minecraft Mods
  • To post a comment, please .