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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Sorry about that didn't know there was a bug report page on the wiki.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Fairly certain I've found a bug, animated textures (chests, both Ironchests mod and the vanilla chest, the engines from both forestry and buildcraft also the forestry machine blocks) have their textures eaten (missing chunks of the texture) when Ars is installed also I suspect related to this are corrupted mob textures where the mobs are missing bits and\or have the entire terrain png as their "skin" but the mobs I couldn't really test. It appears to be any blocks below an ID of 300 are affected I tested by moving the Ironchests ID to 390 which removed the texture corruption effect.
    After a bit of buggerising around it appears to be a conflict with either CodeChickenCore or NEI though I'm buggered if I can see how either of those would be accessing the same files but then again my knowledge of coding could be printed in large print on the back of a stamp.
    Posted in: Minecraft Mods
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    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    Quote from dolphinlord

    I use ID Resolver to fix the item id conflicts, but when I go on my world it says something like "Portal Gun: Block IDs does not Match Server!" I've seen other people have this problem, and they were told to a) set Portal Gun to highest priority, or B) paste configs over server configs, neither of which I know how to do. I would try the latter, but I cannot, as there is no server config anywhere in my .minecraft folder. I use MultiMC to handle my mods, if that changes anything.

    Quote from FnordMan

    and there's your problem right there.
    Get rid of ID Resolver, it causes more problems than it fixes.


    I had the same issue using ID Resolver and Portal Gun you have to change the portal gun ID's in the portalgun.properties(use right click menu, open, choose file to open with, notepad, not sure if leaving always use this to open will stuff things up so I'd uncheck that) file in your config folder otherwise the portal gun mod has no idea where it's stuff is.

    ID resolver is useful but it is much better to use the mods own config files but unfortunately a few of the mods I use don't have config files so ID resolver is the only way to go. (or at least the easiest)
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Quote from PsiQss

    I've seen in Direwolf's spotlight that rolling machine now requires BuildCraft energy to work. What if I'm not using BC? I like it and all, but I wanted to check out ThaumCraft 3 when it comes out. And my PC doesn't like too many mods - last time I was playing with TC2, IC2, BC, RP2 etc, my FPS never went above 15 and was usually about 8... So the main question, what if I don't have BC installed?

    Hobbyists Steam engine is in the current release of Railcraft, a pretty nice multi-block boiler and a couple of different steam engines to utilise the steam from the boiler will be in the next one I suspect saw them on Direwolf20's forgecraft vids, all of these produce BC energy.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from WTFFFS

    What is the intended rarity of the "mage towers" I'm asking because I just downloaded the mod and set it up with my usual suite of utility mods (optifine, rei's, ironchests, inv tweaks, nei) plus a few other mods that I like, usual suspects there (BC, Forestry, ExtraBiomes) and started playing. Got to the point of thinking it might be time to find a tower or 10 :) and went looking didn't find a single one. So I went creative and searched that world ended up finding 2 ~5000 blocks from spawn.

    Decided to test if it was due to other mods so I set up a new instance, I am using MultiMC, with just Ars and Forge. I created a survival world with cheats so I could go into creative and flew around I found one tower(house really), a melon farm, a cane farm, 3 Jungle Temples, 2 Desert temples, 4 Villages and what I suspect was the Archmage tower all within an ~3000 block radius of spawn. From watching the Lets Play I suspect that a single tower in that amount of area is not intended but if it is a compass or something of that nature would be highly useful.

    Another small note the mods mobs do not spawn in ExtraBiomes biomes, nor do the towers the 2 I found in my normal mods world were both in vanilla biomes (forest, ocean).

    I am aware this is an open Beta so this is a potential bug report.

    That said this is a damn nice mod, I do however want to blow (edit:oops guess teh filter doesn't like that word lol)­ up and I need to find towers to do that more effectively lol



    Sorry I'm a noob, I forgot to delete the Meta Inf folder so there are more within a reasonable distance of spawn with that gone oops.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Leosallespoli

    Extrabiomes will f*** things up here, try to play first without any other mods.


    I did, the second instance of it was just Forge and Ars, nothing else. I still only had one tower within about 3000 blocks of spawn.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    What is the intended rarity of the "mage towers" I'm asking because I just downloaded the mod and set it up with my usual suite of utility mods (optifine, rei's, ironchests, inv tweaks, nei) plus a few other mods that I like, usual suspects there (BC, Forestry, ExtraBiomes) and started playing. Got to the point of thinking it might be time to find a tower or 10 :) and went looking didn't find a single one. So I went creative and searched that world ended up finding 2 ~5000 blocks from spawn.

    Decided to test if it was due to other mods so I set up a new instance, I am using MultiMC, with just Ars and Forge. I created a survival world with cheats so I could go into creative and flew around I found one tower(house really), a melon farm, a cane farm, 3 Jungle Temples, 2 Desert temples, 4 Villages and what I suspect was the Archmage tower all within an ~3000 block radius of spawn. From watching the Lets Play I suspect that a single tower in that amount of area is not intended but if it is a compass or something of that nature would be highly useful.

    Another small note the mods mobs do not spawn in ExtraBiomes biomes, nor do the towers the 2 I found in my normal mods world were both in vanilla biomes (forest, ocean).

    I am aware this is an open Beta so this is a potential bug report.

    That said this is a damn nice mod, I do however want to blow (edit:oops guess teh filter doesn't like that word lol)­ up and I need to find towers to do that more effectively lol
    Posted in: Minecraft Mods
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    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    Soaryn, shame on you discounting all that new age mysticism with one sentence
    "The crystals are Quartz Crystals. No reason to have magical properties. Sorry"

    Quartz (Silicon dioxide) can be any color, some of the better known colored quartz are Amethyst(purple), Citrine(yellow) and Tiger's Eye(golden yellow\banded) but the range is from colorless(clear as glass) to almost completely black so the range of colors in this mod is actually a shade low lol

    That said can't wait for the release of this mod, I like mods that start out useful but not shattering but take you to "I am like unto a GOD" in a reasonable timeframe(a good example of this is Thaumcraft2) and from what I've seen of this so far looks like it will be ticking that box.
    Posted in: WIP Mods
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    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    Have a small issue with the mod, got it working with a bunch of other mods using MultiMC but it spams my console. It does work and it doesn't crash but the spam is a bit annoying while trying to make 30 odd mods play nice together.

    Can't do a crash log since it doesn't actually crash but the text is


    Exception in thread "Thread-41" java.lang.NullPointerException
    at auy.run(SourceFile:37)
    java.net.MalformedURLException: no protocol: 1169917382
    at java.net.URL.<init>(Unknown Source)
    at java.net.URL.<init>(Unknown Source)
    at java.net.URL.<init>(Unknown Source)
    at auy.run(SourceFile:21)

    the Thread, SourceFile and no protocol numbers change but the rest is constant.

    Wondering if it is due to this mod (seems likely since I remove the mod and it stops :D) or if it is a conflict with something else I need to chase?
    Posted in: Minecraft Mods
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