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    posted a message on [1.2.5][BC2.2.14 - BC3.1.5][REV2.1.3/REV3.1.0] Additional Pipes for BuildCraft (Teleport Pipes)
    Quote from Bydon

    SAME thing happened to me, go to ur mods folder. there u need to make sure the mods are in this EXACT order (organized by abc order)
    Buildcraft zips
    Tele pipes
    Logical pipes

    Their order is the order they load and if their un-organized they crash. EX: if logical pipes loads first than buildcraft, its an addon for buildcraft so without it it would not work


    Thank you so much. I was on windows 7 so it auto sorted, but renaming it as buildcraft-f-addtionalpipes worked.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][BC2.2.14 - BC3.1.5][REV2.1.3/REV3.1.0] Additional Pipes for BuildCraft (Teleport Pipes)
    I am trying to use this with the logistics pipe mod, as some of its functions are invaluable. However, they seem to always crash when used together, and neither have conflicting ids as far as I can tell. The crash either occurs during the mojang screen or with just a brown dirt background. If more information is needed, please respond.

    Modloader.cfg:

    #ModLoader Config
    #Thu Dec 15 20:46:24 CST 2011
    mod_zAdditionalPipes=on
    mod_TooManyItems=on
    mod_BuildCraftTransport=on
    mod_BuildCraftFactory=on
    mod_EE=on
    mod_BuildCraftBuilders=on
    mod_ModLoaderMp=on
    mod_BuildCraftEnergy=on
    loggingLevel=FINER
    grassFix=true
    mod_LogisticsPipes=on
    mod_BuildCraftCore=on

    Modloader.txt:

    Dec 15, 2011 8:46:24 PM ModLoader init
    FINE: ModLoader 1.0.0 Initializing...
    Dec 15, 2011 8:46:24 PM ModLoader readFromClassPath
    FINER: Adding mods from C:\Users\Jake Henry\AppData\Roaming\.minecraft\bin\minecraft.jar
    Dec 15, 2011 8:46:24 PM ModLoader readFromClassPath
    FINER: Zip found.
    Dec 15, 2011 8:46:24 PM ModLoader addMod
    FINE: Mod Initialized: "mod_ModLoaderMp 1.0.0" from mod_ModLoaderMp.class
    Dec 15, 2011 8:46:24 PM ModLoader addMod
    FINE: Mod Initialized: "mod_TooManyItems 1.0.0 2011-11-29" from mod_TooManyItems.class
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Adding mods from C:\Users\Jake Henry\AppData\Roaming\.minecraft\mods\buildcraft-client-A-core-2.2.8.zip
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Zip found.
    Dec 15, 2011 8:46:24 PM ModLoader addMod
    FINE: Mod Initialized: "mod_BuildCraftCore 2.2.8" from mod_BuildCraftCore.class
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Adding mods from C:\Users\Jake Henry\AppData\Roaming\.minecraft\mods\buildcraft-client-B-builders-2.2.8.zip
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Zip found.
    Dec 15, 2011 8:46:24 PM ModLoader addMod
    FINE: Mod Initialized: "mod_BuildCraftBuilders 2.2.8" from mod_BuildCraftBuilders.class
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Adding mods from C:\Users\Jake Henry\AppData\Roaming\.minecraft\mods\buildcraft-client-B-energy-2.2.8.zip
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Zip found.
    Dec 15, 2011 8:46:24 PM ModLoader addMod
    FINE: Mod Initialized: "mod_BuildCraftEnergy 2.2.8" from mod_BuildCraftEnergy.class
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Adding mods from C:\Users\Jake Henry\AppData\Roaming\.minecraft\mods\buildcraft-client-B-factory-2.2.8.zip
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Zip found.
    Dec 15, 2011 8:46:24 PM ModLoader addMod
    FINE: Mod Initialized: "mod_BuildCraftFactory 2.2.8" from mod_BuildCraftFactory.class
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Adding mods from C:\Users\Jake Henry\AppData\Roaming\.minecraft\mods\buildcraft-client-B-transport-2.2.8.zip
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Zip found.
    Dec 15, 2011 8:46:24 PM ModLoader addMod
    FINE: Mod Initialized: "mod_BuildCraftTransport 2.2.8" from mod_BuildCraftTransport.class
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Adding mods from C:\Users\Jake Henry\AppData\Roaming\.minecraft\mods\buildcraft-logisticspipes0.1.1A.zip
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Zip found.
    Dec 15, 2011 8:46:24 PM ModLoader addMod
    FINE: Mod Initialized: "mod_LogisticsPipes 0.1.1 (Minecraft 1.0.0, Buildcraft 2.2.7, Forge 1.2.0)" from mod_LogisticsPipes.class
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Adding mods from C:\Users\Jake Henry\AppData\Roaming\.minecraft\mods\EquivalentExchangeForge.zip
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Zip found.
    Dec 15, 2011 8:46:24 PM ModLoader addOverride
    FINER: addOverride(/terrain.png,/eqex/interdictiontorch.png,30). 44 left.
    Dec 15, 2011 8:46:24 PM ModLoader addOverride
    FINER: addOverride(/terrain.png,/eqex/novaside.png,153). 43 left.
    Dec 15, 2011 8:46:24 PM ModLoader addMod
    FINE: Mod Initialized: "mod_EE EEv5.7.3" from mod_EE.class
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Adding mods from C:\Users\Jake Henry\AppData\Roaming\.minecraft\mods\zAdditionalPipesv31-1.zip
    Dec 15, 2011 8:46:24 PM ModLoader readFromModFolder
    FINER: Zip found.
    Dec 15, 2011 8:46:24 PM ModLoader addMod
    FINE: Mod Initialized: "mod_zAdditionalPipes Rev31.1-D" from mod_zAdditionalPipes.class
    Dec 15, 2011 8:46:24 PM ModLoader init
    FINE: Mod Loaded: "mod_ModLoaderMp 1.0.0"
    Dec 15, 2011 8:46:24 PM ModLoader init
    FINE: Mod Loaded: "mod_TooManyItems 1.0.0 2011-11-29"
    Dec 15, 2011 8:46:24 PM ModLoader init
    FINE: Mod Loaded: "mod_BuildCraftCore 2.2.8"
    Dec 15, 2011 8:46:24 PM ModLoader init
    FINE: Mod Loaded: "mod_BuildCraftBuilders 2.2.8"
    Dec 15, 2011 8:46:24 PM ModLoader init
    FINE: Mod Loaded: "mod_BuildCraftEnergy 2.2.8"
    Dec 15, 2011 8:46:24 PM ModLoader init
    FINE: Mod Loaded: "mod_BuildCraftFactory 2.2.8"
    Dec 15, 2011 8:46:24 PM ModLoader init
    FINE: Mod Loaded: "mod_BuildCraftTransport 2.2.8"
    Dec 15, 2011 8:46:24 PM ModLoader init
    FINE: Mod Loaded: "mod_LogisticsPipes 0.1.1 (Minecraft 1.0.0, Buildcraft 2.2.7, Forge 1.2.0)"
    Dec 15, 2011 8:46:24 PM ModLoaderMp Log
    FINE: ModLoaderMP 1.0.0 Initialized
    Dec 15, 2011 8:46:24 PM ModLoader init
    FINE: Mod Loaded: "mod_EE EEv5.7.3"
    Dec 15, 2011 8:46:24 PM ModLoader init
    FINE: Mod Loaded: "mod_zAdditionalPipes Rev31.1-D"
    Dec 15, 2011 8:46:24 PM BuildCraftCore initialize
    FINE: Starting BuildCraft 2.2.8
    Dec 15, 2011 8:46:24 PM BuildCraftCore initialize
    FINE: Copyright (c) SpaceToad, 2011
    Dec 15, 2011 8:46:24 PM BuildCraftCore initialize
    FINE: http://www.mod-buildcraft.com
    Dec 15, 2011 8:46:24 PM mod_LogisticsPipes ModsLoaded
    FINE: LogisticsPipes: got texture id 144 for base texture
    Dec 15, 2011 8:46:24 PM mod_LogisticsPipes ModsLoaded
    FINE: LogisticsPipes: got texture id 145 for provider texture
    Dec 15, 2011 8:46:24 PM mod_LogisticsPipes ModsLoaded
    FINE: LogisticsPipes: got texture id 146 for requester texture
    Dec 15, 2011 8:46:24 PM mod_LogisticsPipes ModsLoaded
    FINE: LogisticsPipes: got texture id 147 for crafter texture
    Dec 15, 2011 8:46:24 PM mod_LogisticsPipes ModsLoaded
    FINE: LogisticsPipes: got texture id 148 for routed texture
    Dec 15, 2011 8:46:24 PM mod_LogisticsPipes ModsLoaded
    FINE: LogisticsPipes: got texture id 149 for non-routed texture
    Dec 15, 2011 8:46:24 PM mod_LogisticsPipes ModsLoaded
    FINE: LogisticsPipes: got texture id 150 for satellite texture
    Dec 15, 2011 8:46:24 PM ModLoader AddAllRenderers
    FINE: Initialized
    Posted in: Minecraft Mods
  • 0

    posted a message on fresh .minecraft
    Quote from epenow

    if i delete my .minecraft and i download minecraft again will i get a new fresh .minecraft and also how can i go back to 1.7.3? and no MCNoglasia


    MC nostalgia is the only good way of doing it. Legally, that is
    Posted in: Legacy Support
  • 0

    posted a message on Minecraft Swears
    SHITSTACKS!
    Posted in: Survival Mode
  • 0

    posted a message on If a "deep underground" area is ever added...
    Quote from RaTheBadger

    I picture the underground as:

    Surface
    Stone
    Bedrock
    Nether
    Bedrock
    Enderworld
    Bedrock

    With bedrock defining all of the different zones, it inspires the idea that the bedrock on the bottom of the world is the same as the bedrock on top of the nether.


    I thought that the nether-bedrock was completely different (atleast texture wise).

    And then theres also the fact that for every 8 blocks in the overworld, you go 1 in the nether.
    Posted in: Suggestions
  • 0

    posted a message on If a "deep underground" area is ever added...
    The idea/suggestion of an even deeper area of the minecraft world has been tossed around a lot... but one of the issues tends to be "Making the world height larger will just take up more RAM!", and occasionally also "How would you get there? Wouldn't it just make the good old diamond layer useless if you can get to it just by digging?".

    Well, I thought of a solution! What if there was a naturally occurring structure in dungeons that was a "drilling station?" It would essentially look like a medium sized, flat-ish (slightly dome-shaped) structure that made a whirring noise and had a hole in the middle with a ladder, and it would only spawn if the dungeon reached all the way to bedrock. Entering the ladder would spawn the player in a room in whatever deep-underground area they enter, and could be exited by the same ladder (With a loading screen in the middle, of course).

    To make it harder to access (Its already in a dungeon, but still..) it could possible need you to supply it with diamonds to replace the drill bits or something, or maybe add coal to fuel it.

    Does this sound like a good idea to anyone else?
    Posted in: Suggestions
  • 0

    posted a message on Could Minecraft use more scary elements?
    I made a topic a long while back about npc-blocks that would spawn randomly, and blend in with regular blocks. They would slide slowly toward you if you looked away(always following walls). They behaved sort of like the Aether mod bronze dungeon boss in movement style.
    Posted in: Survival Mode
  • 0

    posted a message on If 1.8 is adding ravines AND rivers....
    Wouldn't the sensible thing be to have a chance of them being generated in the same place? I want a natural, underground river. Or a canyon on the surface. I just think this would be a cool feature to be honest.
    Posted in: 1.8 Update Discussion
  • 0

    posted a message on Digital Diamonds: Rainbow Runner
    He used Blue shift by lemaitre (I think, maybe wrong video, they kinda blend together). Anywho, those guys hunt down everyone who uses that song, and every single account has been removed.
    Posted in: Minecraft News
  • 0

    posted a message on Servers installing client side mods
    An opmods.jar would be good too, so you could give all the ops TMI and the likes.
    Posted in: Suggestions
  • 0

    posted a message on MCBackup: Backup and restore your Minecraft Jars easily
    Seems like a great tool, but it keeps saying "There is a problem with backup"
    Posted in: Minecraft Tools
  • 0

    posted a message on Server Help - Eating up RAM.
    Did someone by any chance build a large piston/redstone device and left it on?
    Posted in: Legacy Support
  • 0

    posted a message on how do u know whene u are very close to a doungan
    Quote from Hecubah

    What's a doungan exactly?

    A mythical beast
    Posted in: Survival Mode
  • 0

    posted a message on TNT & Bedrock Myth Put to Rest
    Quote from Forever A Troll
    the every "ray" when the explosion is calculated probably wouldn't even have a piece of data assignet to it that's big enough to store the number that would be needed(there, I used terms that even non-programmers should understand).


    So tnt can never destroy bedrock... because it can't count to big numbers! :biggrin.gif:


    Quote from AndersHR

    1. The TNT-ball is located over a sea. Yes it was frozen, but in the video the tnt apperaently blasted away the whole ocean, which is impossible. It is no way water can be destroyed by tnt
    2. Its just impossible to set all that tnt on at once. A lot of tnt exploding at different time is not going to destroy somethinh that isnt destroyed by 1 tnt
    3. The maker of the video has himself said that the video is fake


    Tnt can destroy water... I'm not sure where you got the bit about it being Impossible, I do it on a regular basis (Dem whirlpools with houses in 'em don't make themselves!)


    Quote from haikuFanfic

    "That video was fake" "no it was real" "no fake" "he said" "the other guy said"

    The videos don't make a thing true. A video being fake doesn't prove that the truth is the opposite of what it demonstrated, either. If you don't believe a video, you can test it yourself.

    There are people in this thread honestly arguing about whether TNT can blow up water. Water! There's lots of water! and see what happens!


    I am astounded that while even though you stared right at it, you didn't realize the whirlpools/coinciding missing water.
    Posted in: Survival Mode
  • 0

    posted a message on What are the "rules" for powering pistons?
    Quote from Atanarr

    We need more information to help you. Are you trying to push something?


    Well, yes. I am trying to extend the piston. But the question was what circumtances would cause the powering of a piston.
    Posted in: Redstone Discussion and Mechanisms
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