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    posted a message on Thut's Mods - Elevators, Concrete and Volcanos
    Changed Thread name to be a bit more accurate now, also replaced "Lift" with "Elevator", as I don't think most people on these forums would recognize "Lift".
    Posted in: WIP Mods
  • 0

    posted a message on x3d importer and Animator - Import and animate .x3d models from resource packs
    Model Adder / Animator

    Currently being reworked as a x3d loader/animator, converting over to using XML format for the animations


    This mod is meant to be a testing mod, which may eventually turn into an API, if enough people find it useful.

    The original purpose of this mod is to allow for easier addition/animation of models using the .x3d format into any mod, primarily designed for the addition of pokemon to the Pokecube related mods.

    Use of this system requires the following:

    The ability to make a model with the .x3d format (must use triangulated faces)


    The mod here just consists of 1 item, which when right clicked spawns an entity which is modeled using the .obj file provided, there is also a resource pack which contains a different model/texture (names must be the same for now), as an example of changing the model. To change model requires changing the resource pack to update the model

    Picture


    animation format:



    See the models.animate file in testPack/assets/pokecube_example for the format of the animations


    This file can be opened by a text editor, i use notepad++

    Where :idle would represent the animation type, right now only idle is supported, but eventually things like walk, run, jump, attack, etc would be allowed.

    The resourcepack includes a model for porygon-z which I made as a test case


    install instructions:

    install forge as normal (built against 1028, should work with any 1.7.2 version)




    drop the pokecube_model_loader.jar into the mods folder
    drop the testPack.zip into the resources folder.


    TODO:

    improve functionality of the rotation/translation inputs.
    Posted in: WIP Mods
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    posted a message on Pixelmon 7.3.1 (26th May 2020)
    Quote from beatbox

    so can anyone tell me why doesn't pixelmon work with NEI? I even went to ask the NEI creator if he could fix it (i asked nicely don't worry) and he answered me that the problem came from pixelmon. I have been looking everywhere "why can't pixelmon work with NEI" but there isn't a single answer over all the internet. Please don't ignore this.


    I asked the same question over a year ago or so, and had no response then, reported the bug to both NEI and pixelmon, NEI directed me to pixelmon (I think the problem is the changes it makes to the GUI, which makes it incompatible with the NEI changes, which is why he said it came from pixelmon).
    Posted in: Minecraft Mods
  • 1

    posted a message on Thut's Mods - Elevators, Concrete and Volcanos

    It crashed on 1.7.2 recommended and on buil 1029. Yet to try 1028, infact trying right now and crashed

    ---- Minecraft Crash Report ----
    // Oops.

    Time: 2/15/14 8:44 PM
    Description: Initializing game

    java.lang.NoClassDefFoundError: cpw/mods/fml/common/ITickHandler
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:443)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:209)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:188)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:487)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:194)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:495)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:850)
    at net.minecraft.client.main.Main.main(SourceFile:103)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.ClassNotFoundException: cpw.mods.fml.common.ITickHandler
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:188)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 35 more
    Caused by: java.lang.NullPointerException
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:180)
    ... 37 more


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

    -- Head --
    Stacktrace:
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:443)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:209)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:188)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:487)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:194)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:495)

    -- Initialization --
    Details:
    Stacktrace:
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:850)
    at net.minecraft.client.main.Main.main(SourceFile:103)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    -- System Details --
    Details:
    Minecraft Version: 1.7.2
    Operating System: Windows 8 (amd64) version 6.2
    Java Version: 1.7.0_51, Oracle Corporation
    Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 119981368 bytes (114 MB) / 311951360 bytes (297 MB) up to 954728448 bytes (910 MB)
    JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
    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 v9.01-pre FML v7.2.116.1028 Minecraft Forge 10.12.0.1028 4 mods loaded, 4 mods active
    mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
    FML{7.2.116.1028} [Forge Mod Loader] (forge-1.7.2-10.12.0.1028.jar) Unloaded->Constructed
    Forge{10.12.0.1028} [Minecraft Forge] (forge-1.7.2-10.12.0.1028.jar) Unloaded->Constructed
    ThutConcrete{1.0.0} [Thut's Concrete] (thutconcrete.jar) Unloaded
    Launched Version: 1.7.2-Forge10.12.0.1028
    LWJGL: 2.9.0
    OpenGL: Intel® HD Graphics 4000 GL version 4.0.0 - Build 10.18.10.3308, Intel
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs: []
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
    Anisotropic Filtering: Off (1)


    oops, It seems to have linked to the wrong dropbox file, fixed that.
    Posted in: WIP Mods
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    posted a message on Thut's Mods - Elevators, Concrete and Volcanos
    tentative 1.7.2 update, post any bugs that are not already mentioned in the post.
    Posted in: WIP Mods
  • 1

    posted a message on Pokecube Generations
    Quote from oracion38

    Question : how did you get the pokécube sources ?


    you can get it via a decompiler, the obfuscation only applies to minecraft methods, so with a decompiler you can get a working src, but all minecraft methods are obfuscated.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Suggestion for RotaryCraft Railgun:

    Implement Impact Depth mechanics. The current railgun projectiles seem to explode on impact, with no regards to how dense the projectile is. They should penetrate further into a material based on its density. I can provide code which does this, at a very low impact on game performance (unless you are making projectiles 10000x denser than stone, and with as much energy as a nuke, then it has about the same performance effect as an IC2 nuke), or you can probably write your own version.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Suggestions for Reactor Craft:

    Blocks high in Hydrogen should stop neutrons more efficiently, this would be water, wool and wood primarily, as well as any plastics that other mods add. Neutrons are more effectively stopped by colliding with something of similar mass, unlike photons which need to collide with a large charged object.

    have the turbines point in a fixed direction, changeable with the screwdriver, right now it is somewhat glitchy with them changing back and forth when a long turbine is placed.

    for obtaining uranium when it becomes hard to find mining, maybe add a method of extracting it from seawater? iirc right now it is about 10x more expensive to get from sea water than to mine out of the ground.

    Questions about Reactor Craft:

    is there any way to get the water/heavy water into the coolant cells besides a reservoir placed directly on top? and is there any reason to have anything in the coolant cells? it seems that having a steam boiler next to the cell, with nothing in it produces steam, and a coolant cell that is kept full of liquid never produces the steam.
    Posted in: Minecraft Mods
  • 1

    posted a message on Pokecube Generations
    Quote from oracion38

    Thank you for the bug report, that's not supposed to happen !


    It is caused by the getMoonPhase being client side only, I noticed that about a week ago and fixed it in the dev one, so it should be fixed for the next release.
    Posted in: Minecraft Mods
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    posted a message on Public Pokecube Server
    Quote from pavilion5097

    hmmm idk i made the mod pack as lite as i can so it could work with as many computers as possible but if you keep getting an out of memory error then you might unfortunately not be able to play.


    Vanilla minecraft runs poorly on less than 1GB of ram, so I don't think it will work very well.
    Posted in: PC Servers
  • 0

    posted a message on Public Pokecube Server
    I got it working, I just fell off the roof of the PC, which i spawned on top of
    Posted in: PC Servers
  • 0

    posted a message on Public Pokecube Server
    do you have a list of the mods with versions? seems the technic launcher will not work with my username, it throws the error: Key contains invalid characters: "name_<ipaddress>:userName:thutmose i" I seem to have the wrong version of extra utilities, it gives and error about id 4094 being missing

    edit: it seems to work now
    Posted in: PC Servers
  • 0

    posted a message on Public Pokecube Server
    Quote from pavilion5097

    So i started building some stuff that could be possible spawn/start areas once we finalize what we are doing ill post pictures.

    But onto the topic of possible additional mods so far no one besides Kaividia has offered any suggestions and i want to get a small straw poll up for any possible additional mods that might be added within a week

    so far the list is

    open blocks
    Extra utilities
    Archimedes Ships
    MrCrayfish's Furniture

    My friend suggested Mystcraft (not sure how well this would work but im willing to test it before saying no lol)

    any other suggestions are welcome =]


    Redstone in motion allows for some very nice looking moving platforms, for if someone does want to build a gym and have fancy moving internals, though without a mod with automated tree farming, it costs a very large amount of wood.

    http://forums.technicpack.net/threads/1-6-x-1-5-x-redstone-in-motion-redpower-frames-2-3-0-0-october-8.47048/

    It also goes well with computercraft, for easier control of the frame systems.
    Posted in: PC Servers
  • 0

    posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-
    Quote from Khlorghaal

    I'm at a sudden impasse on howto do calldowns-
    So far I have three sliders

    Power adjusts how strong a laser is, no effect on other calldown types
    Focus affects how spread out an attack is
    RoF will shoot all ammo at this rate until cannot shoot anymore, if set to 0 fires a single shot.

    But I'm VERY undecided on the last one.... Should I instead change it to number of strikes, which would fire at a fixed rate?

    Perhaps have energy effeciency as the inverse of RoF?

    Also I've decided satellites remain 'dark' until used, after a faction launches or uses a satellite then it becomes targetable for some time.
    Either that, or the list of targetable satellites is a stack, where only N most recently active ones are visible, regardless of time.
    Both ways would lead to interesting tactics, but they are incompatible.


    On the ROF point:
    If these are lasers, then, realistically, their RoF would mainly be limited by two things: The power supply and Cooling. What you could do is have them require more energy to fire per shot at a higher RoF to account for more power used by the cooling systems? or have them weaker at higher RoFs, to account for the lower ability to cool, so uses lower energy beams?

    Will the lasers be targeting an area of ground or an entity? If area of ground, then maybe have them fire that many shots, and ignore what I said above, If targeting an entity, then have them fire repeatedly until energy runs out, or target dies/gets out of range, and use what I said above.

    On the sat topic:

    what you could do is have radar or something for locating the sats, then have targeting of them based on that?

    then have different orbits of sats(some low orbits, some medium and a stationary), which can "move" around?

    say have them only be able to shoot an area for a small time window which repeats at a certain interval, and have them only targetable from the ground during this interval as well? This way, there is a reason to launch more than one (to cover as many time windows as possible) and gives a way to "protect" your sats, say by placing them in an "orbit" where they are only visible for a short time (but short time to shoot in as well).

    For the player choosing orbit, it could be something simple as how high you put it determines the time windows, lower is shorter windows.
    Posted in: WIP Mods
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    posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-
    Quote from mistertime

    Um... Blender? Good luck implementing that in MC. And the textures are almost all temporary. I mean, I suppose you could add MD2/5 support, I think it's in LWJGL. But that would require a crapload of base class modding, and that is almost never a good idea, unless you're writing an API. And realistic texture implementation in Minecraft is just ridiculous. Minecraft itself runs pathetically on any machine that doesn't have dedicated graphics anyway, so hi-res stuff isn't the best idea.

    Okay, I'm done being ridiculously technical.

    Phew. That was intense.
    Quote from mistertime

    Um... Blender? Good luck implementing that in MC. And the textures are almost all temporary. I mean, I suppose you could add MD2/5 support, I think it's in LWJGL. But that would require a crapload of base class modding, and that is almost never a good idea, unless you're writing an API. And realistic texture implementation in Minecraft is just ridiculous. Minecraft itself runs pathetically on any machine that doesn't have dedicated graphics anyway, so hi-res stuff isn't the best idea.

    Okay, I'm done being ridiculously technical.

    Phew. That was intense.


    blender models import very nicely to minecraft and texturing them is as easy as anything else. there is an advanced model loader.
    Posted in: WIP Mods
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