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    posted a message on Are there any 1.16.4 mods that give mobs armor and weapons?

    Never mind. I didn't know that the version for 1.16.3 would work for 1.16.4.

    Posted in: Requests / Ideas For Mods
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    posted a message on Are there any 1.16.4 mods that give mobs armor and weapons?

    Since the improved mobs mod hasn't been updated to 1.16.4. I'm looking for a simple mod that makes mobs spawn with armor and weapons. Anyone know of any that's out like that right now?.

    Posted in: Requests / Ideas For Mods
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    posted a message on Amature modeler/texturer/animator working on mod. Anyone wanna help?.

    This is still something I'm interested in doing. But with my current schedule it may be a while before I'm able to do much on it. With my current work schedule. And Its in the works for me to join a metal band as their vocalist. My priorities are sort of focused on this band. So I'm kind of a bit bogged down right now. If you're not up to wait. You and Mrmineblox are free to work on something together. I'll contribute when I have the free time.

    Posted in: WIP Mods
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    posted a message on Minecraft 1.16.5 Forge crash

    Anyone know how to fix the issue where the newer version of Forge Crashes on start up. In the game output is says "exit code 1" at the bottom. But in the launcher it says "Exit code 0". And this is literally forge with now mods installed. Vanilla loads perfectly fine. But forge doesn't. Below is what the crash log says.

    [16:37:44] [main/INFO]: ModLauncher running: args [--username, TheSexyYeti, --version, forge-36.0.46, --gameDir, C:\Users\Partyboy chip\Twitch\Minecraft\Instances\v, --assetsDir, C:\Users\Partyboy chip\Twitch\Minecraft\Install\assets, --assetIndex, 1.16, --uuid, 8dbbcde6e92e40ad8b31e9d30f9f0d5e, --accessToken, ????????, --userType, mojang, --versionType, release, --width, 1024, --height, 768, --launchTarget, fmlclient, --fml.forgeVersion, 36.0.46, --fml.mcVersion, 1.16.5, --fml.forgeGroup, net.minecraftforge, --fml.mcpVersion, 20210115.111550]
    [16:37:44] [main/INFO]: ModLauncher 8.0.9+86+master.3cf110c starting: java version 1.8.0_51 by Oracle Corporation
    [16:37:44] [main/WARN]: LEGACY JDK DETECTED, SECURED JAR HANDLING DISABLED
    [16:37:45] [main/INFO]: Added Lets Encrypt root certificates as additional trust
    [16:37:45] [main/INFO]: SpongePowered MIXIN Subsystem Version=0.8.2 Source=file:/C:/Users/Partyboy%20chip/Twitch/Minecraft/Install/libraries/org/spongepowered/mixin/0.8.2/mixin-0.8.2.jar Service=ModLauncher Env=CLIENT
    [16:37:45] [main/WARN]: Configuration file C:\Users\Partyboy chip\Twitch\Minecraft\Instances\v\config\fml.toml is not correct. Correcting
    [16:37:45] [main/WARN]: Incorrect key [defaultConfigPath] was corrected from null to defaultconfigs
    [16:37:49] [main/INFO]: Launching target 'fmlclient' with arguments [--version, forge-36.0.46, --gameDir, C:\Users\Partyboy chip\Twitch\Minecraft\Instances\v, --assetsDir, C:\Users\Partyboy chip\Twitch\Minecraft\Install\assets, --uuid, 8dbbcde6e92e40ad8b31e9d30f9f0d5e, --username, TheSexyYeti, --assetIndex, 1.16, --accessToken, ????????, --userType, mojang, --versionType, release, --width, 1024, --height, 768]
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1052]: java.lang.RuntimeException: java.lang.ClassNotFoundException: net.minecraft.client.main.Main
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch(LaunchServiceHandlerDecorator.java:39)
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:54)
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:72)
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at cpw.mods.modlauncher.Launcher.run(Launcher.java:82)
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at cpw.mods.modlauncher.Launcher.main(Launcher.java:66)
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1061]: Caused by: java.lang.ClassNotFoundException: net.minecraft.client.main.Main
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1061]: 	at java.lang.ClassLoader.findClass(ClassLoader.java:530)
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1061]: 	at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1061]: 	at cpw.mods.modlauncher.TransformingClassLoader.loadClass(TransformingClassLoader.java:106)
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1061]: 	at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1061]: 	at java.lang.Class.forName0(Native Method)
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1061]: 	at java.lang.Class.forName(Class.java:348)
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1061]: 	at net.minecraftforge.fml.loading.FMLClientLaunchProvider.lambda$launchService$0(FMLClientLaunchProvider.java:51)
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1061]: 	at net.minecraftforge.fml.loading.FMLClientLaunchProvider$Lambda$432/2110558717.call(Unknown Source)
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1061]: 	at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch(LaunchServiceHandlerDecorator.java:37)
    [16:37:49] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1061]: 	... 4 more
    [16:37:49] [main/INFO]: [java.lang.Throwable:printStackTrace:643]: 	Suppressed: java.lang.ClassNotFoundException
    [16:37:49] [main/INFO]: [java.lang.Throwable:printStackTrace:643]: 		at cpw.mods.modlauncher.TransformingClassLoader$DelegatedClassLoader.findClass(TransformingClassLoader.java:282)
    [16:37:49] [main/INFO]: [java.lang.Throwable:printStackTrace:643]: 		at cpw.mods.modlauncher.TransformingClassLoader.loadClass(TransformingClassLoader.java:136)
    [16:37:49] [main/INFO]: [java.lang.Throwable:printStackTrace:643]: 		at cpw.mods.modlauncher.TransformingClassLoader.loadClass(TransformingClassLoader.java:98)
    [16:37:49] [main/INFO]: [java.lang.Throwable:printStackTrace:643]: 		... 10 more
    Posted in: Java Edition Support
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    posted a message on Armor mods compatible with Mo' Bends or The Epic Fight mod??

    You've read the title. Anybody who have used these two mods know that they are notorious for not working with modded armors that don't use the vanilla armor templates. So I wanna know what are the best armor mods that work with them. Either for 1.12.2, 1.16.4 or 1.16.5.

    Posted in: Mods Discussion
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    posted a message on Amature modeler/texturer/animator working on mod. Anyone wanna help?.

    No. I just decided to start doing it because I was bored sitting at home all day doing nothing being that I'm in isolation due to covid. I didn't really plan anything other then just working on the models and texturing. It was something that I just started on a whim.

    Posted in: WIP Mods
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    posted a message on Amature modeler/texturer/animator working on mod. Anyone wanna help?.

    I personally use blockbench because it has everything, modeling/texturing/animating, all in one package. And I'm uncertain weather Blockbench has support for importing Tabula models. I'll have to look into it more. But I'm more then happy to take on any other modelers to this project.


    EDIT:

    Ooop yeah it does. I've been so focused on just purely modeling that I didn't noticed it had an "import from Tabula" Function in the "Files" section.

    Posted in: WIP Mods
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    posted a message on Amature modeler/texturer/animator working on mod. Anyone wanna help?.

    I guess y'all want more progress then this to think about jumping on board. Understandable. I'll repost when I have much more to showcase.

    Posted in: WIP Mods
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    posted a message on Amature modeler/texturer/animator working on mod. Anyone wanna help?.

    Since I'm stuck at home with Covid. I've started messing around with blockbench. And decided to start working on a mod. Now I'm not a modder in terms of coding. I know little to nothing about coding.


    But what I can do is modeling, texturing and animating. And what I want to do is make a mod that adds more D&D style mobs to the game. Goblins, Hobgoblins, Orcs, Ogres, Vampires, Werewolfs. Maybe some more iconic creatures like an Eye of the Beholder, Terrasque, Bolrog, Giants, Mind Flayers, Etc. And the first one I've started working on is a Hobgoblin.


    It's just a basic model right now. I'm trying to make them all blend into vanilla as much as possible. And I might be getting a bit too ambitious here. But I want to create a few variants of each mob so there is variety in how you approach them. Because some will group together and support each other.


    And I wanna create many unique drops, armors, weapons, baubles/curious. But anyways I'm looking for a coder to help me with this. Because obviously I can only take care of the artistic side of the mod. The coding side will be left up to who ever wishes to collaborate with me on this.

    Posted in: WIP Mods
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    posted a message on Create Addon?

    I'm looking for a 1.16.4 mod that converts rotational energy from the Create mod to RF.

    Posted in: Requests / Ideas For Mods
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    posted a message on Custom models and animations in custom resource packs?????

    I just did a quick google search. And the first thing at the top of the results is a video called CEM Animations. So apparently you can code in animations to Optifine CEM. I'm going to look further into this. Thanks for the help.

    Posted in: Resource Pack Help
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    posted a message on Custom models and animations in custom resource packs?????

    Can a resource pack completely change the models and animations of existing entities? (mob, villagers etc.). I know you can change the textures and extend the existing models with little additions that aren't included in their hit box. But can you completely overhaul the entities model and animations solely through resource packs. And if so how can I do this?, is there any good tutorials out there on this?. Cuz I'm working on my own custom resource pack. And I wanna pull out all the tricks a resource pack can offer. And to be honest. Ever since the villagers were added to the game. I've hated their models and especially their sounds.

    Posted in: Resource Pack Help
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    posted a message on Help with Command Block commands (Java 1.16.4)

    NICE!!. After some research I somewhat got it to work for 1.12.2. But I'm still having some technical issues. For some reason after a while the dang command blocks stop working the way they're supposed to. Even though they worked perfectly fine when I first set them up. But after a few tests it like they stop responding. But I'll figure out the issue and resolve it somehow.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Help with Command Block commands (Java 1.16.4)

    Just curious. And don't worry about it if you're not sure. But how would you translate this to 1.12.2?. I've been working on a mod pack for a year in which I wanted to use recurrent complex to make randomly generated dungeons that are tamper proof using command blocks. So the player is forced to solve the puzzles instead of just cheating to get through it.


    But every attempt I've tried failed. It always ends up in the command block constantly spamming the /gamemode command. And completely disregards the radius modifier. I've managed to get it working for 1.16.4. But I've poured over countless wikis, forum posts and youtube videos trying to figure this out. But 1.12.2 is kicking my butt.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Help with Command Block commands (Java 1.16.4)

    I've been trying to get a command block working to change players to adventure mode when within a radius. And back to survival when outside the radius. I've managed to get it working. But the weird thing is it has weird border lines that for some reason I can't seem to define. Below is a screenshot where I was trying to figure out where the borders were. I'm using two command blocks, both repeating and always active. The command format I'm using is,....


    /gamemode adventure @p[gamemode=!adventure,distance=9..10]


    And the other command block has this,..


    /gamemode survival @p[gamemode=!survival,distance=10..11]


    What can I add to this command to define the borders?.

    Posted in: Commands, Command Blocks and Functions
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