• 0

    posted a message on (Wierd Bug)Player Vs TileEntity Lists
    If you need to see more of the code to help or just want to check out the mod as it currently stands, please go Here.
    Posted in: Modification Development
  • 0

    posted a message on MadMan's Mods and Stuff
    I have added some frameworks/templates to assist others in simplifying the mod making process.
    Posted in: Minecraft Mods
  • 0

    posted a message on Herblore Mod™ V2.1g [Finally Updated!]
    small suggestion, if you change the effect for the 'high' to a more represenitive effect (eg. Slowtime or motion blur or something similar), rename it too, to something like "feeling irie" or something like that. You can maybe keep the current effect as a randomly rare extra additional effect to represent 'green fever' (it doesn't happen very often, but sometimes the current effect does apply). And maybe put in a little randomness into the high effect duration(but maybe only for joints).
    Posted in: Minecraft Mods
  • 0

    posted a message on MadMan's Mods and Stuff
    Quote from shyguyrox

    I like the worldgen Mod :)


    Thanks, I'm glad people appreciate my work.
    Posted in: Minecraft Mods
  • 0

    posted a message on MadMan's Mods and Stuff
    Quote from charsmud

    Interesting, I especially like the world gen one. :) I would like to see more added to the worldgen though.

    any particular buildings in mind?
    I added the lighthouse because my favorite seed leaves me in the middle of the ocean and mooshrooms are closer than the nearest village. The mineshaft is to give the player a small headstart on his dig down.
    But if you have suggestions of other building types that would have a purpose /reason for being there, without overloading the concept, please suggest away.
    Quote from calebmanley

    Can i suggest white wool for the lighthouse, rather than Iron Blocks?
    If you were playing this in survival that would be VERY overpowered!
    Great work. :)

    well, in the real world, alot of lighthouses are made of iron. beside there is only a 10% chance per chunk of getting one and even then, only in ocean biome and only on land and a few lesser restrictions. This results in about one lighthouse per map(steve's map) on my tests, if you're lucky(good seed) you may get more. Also iron is pretty easy to get hold of(just expand and milk a village of it's golem).
    Posted in: Minecraft Mods
  • 0

    posted a message on MadMan's Mods and Stuff
    I don't normally release mods that I make (except to very close friends), but since this such a cool community I decided to start releasing some of the mods that I've made and more as I make them.

    Along with the mods I'll also release my SRC for multiple reasons:
    1. So others can learn how I made the mods.
    2. For anyone who wants to use them in mod packs or bigger mods.
    3. So I can get feedback on how well they work and any bugs that need fixing.
    4. And Finally to get help with the few problems that I still have with some of the mods.
    If you wish to use any of my mods/code in mod packs or bigger mods, feel free to do so but remember that karma can be a *****, so a mention and heads-up would be appeciated.

    I'm not really very artistic (especially with 16x16 limitation), so if anyone wishes to make nicer textures for any of my mods, PLEASE DO SO and inform me, if they have the right 'feel' that I'm looking for I might use them. Just bear in mind that I prefer the texure to represent the input recipe (where relevent), so please include a recipe suggestion if the texture is very different from my original.

    A request to any advanced coders, some of the mods may have some bugs that will be mentioned in their respective sections(if I can't fix them myself), if you can please have a look at the SRC and possibly suggest an explanation or resolution of the problem, it would help me out alot.

    A note to Forge & SMP users, I don't use Forge myself so all my mods are modloader only. If you have sufficient knowledge, the SRC is supplied, if you can make them Forge compatible and give them back to me, I'll post them up here(with a mention) along with my modloader versions. The same applies to SMP(I only do SSP).

    MODS

    Teleporters

    Download: Teleporters v1.0.zip






    Intro: The basic idea is that you make the Teleporter Base, you then "program" the Teleporter Base by surrounding it with specific blocks which will change how the Teleporter works when it is powered. The "program" consists of two parts, the wool blocks on the sides that control which network the Teleporter is connected to, and the corner block will determine what is allowed to be teleported.

    Usage: The Base needs to have at least the 4 wool blocks and be powered to create the teleporter portal.

    Networks: The networks work according to the colour of the wool blocks. eg. in the above pic the teleporter on the left will only work on the light green network and will therefor only teleport to the middle one, the one on the right will only work on red and yellow networks, and the middle one will only work on red, yellow, light blue and light green networks.

    Access: The corner blocks will filter specific entities based on what the type of block is. eg. in the above pic the teleporter on the left will only allow the player to teleport, the middle one will allow items, animals, mobs and the player to teleport, the one on the right will only allow items and mobs. But it goes further than this, to make the teleporters usefull as a mob filter for mob farms, there is a variety of different blocks that can be placed to filter specific mobs. If there are no corner blocks the Teleporter will work in reciever mode only.
    Here is the complete list.

    none => Rx mode

    planks => Items
    sandStone => animals
    stoneBrick => Monsters

    obsidian => Player

    dirt => Pigs
    grass => Cows
    tilledField => Chicken
    wool => Sheep
    mycelium => Mooshroom

    cobblestone => Villager
    stone => Wolves
    leaves => Ocelots
    block of Clay => squid

    block of Steel => Steel Golem
    block of Snow => Snow Golem

    sand => Skeleton
    gravel => Zombie
    wood => Creeper
    brick => Spiders
    block of Gold => Endermen
    block of Lapis => Slime

    netherrack => ZombiePigmen
    slowSand => Magma slime
    glowStone => Ghast
    netherBrick => Blaze

    oreIron => MineCart
    water => Boat


    Powering: As mentioned above the Teleporter base needs to be powered, you can either just put a redstone torch in a hole below the teleporter base to make a permanently on teleporter, or connect it with an inverter to a circuit to allow switching on/off. Plaese note that if you change any of the "program" blocks you will have to switch off and then back on, the teleporter for the changes to take effect.



    Recipe:





    Installation: 1.Ensure modloader is installed and META-INF is deleted
    2.Drop Teleporters v1.0.zip in your mods folder
    3.Play.

    Known Bugs: The teleporter will only teleport to other teleporters in LOADED CHUNKS. If you would like to help me extend the range of the teleporters, and fix a wierd problem, please check this link.

    SRC: Teleporter v1.0 SRC.zip



    WorldGen

    Download: WMWorldGen.zip






    Intro: This Mod adds a lighthouse to the Ocean biomes and mineshafts anywhere. The lighthouse has working lights and spawns a single random villager and animal. The mineshafts have random depth, so some will be shallow while others will be deep, with a 3x3x3 lit room at the bottom. The shaft (and room at the bottom) do not have walls so it may open into underground caves, lava pools, etc., so be carefull when decending.

    Usage: In the config folder you will find WMWorldGen.cfg. this contains settings to alter generation.
    MineShaftDepthDelta(50)=50 => variable controlling the random depth change for mine shafts
    MineShaftChance(10)=10 => variable controlling the percentage chance per chunk of generating a mine shaft.
    LightHouseChance(10)=10 => variable controlling the percentage chance per chunk of generating a light house.
    MineShaftLowestDepth(9)=9 => variable controlling te deepest a mine shaft can go.
    If your game crashes after changing anything in the cfg file, you probily made a mistake somewhere inside, to fix it delete the WMWorldGen.cfg and restart the game, the mod will generate a fresh cfg file.

    Installation: 1.Ensure modloader is installed and META-INF is deleted
    2.Drop WMWorldGen.zip in your mods folder
    3.Play.

    Known Bugs: None, but you find that your lighthouses are generating in water with the default cfg please pm me a screenshot with the world seed and position, so I can look into it.

    SRC: WMWorldGen SRC.rar

    Special Thanks to MITHION for his .SCHEMATIC TO JAVA CONVERTING TOOL v1.7 Which saved alot of time with building the lighthouse(even though I did a lot of editing by hand).

    Growth

    Download: Growth.zip



    Intro: This small mod adds the ability for Tall grass, ferns and Liy pads to spread. By default the Tall Grass and ferns will occasionally grow a red or yellow flower too. If Tall grass is planted within the Forest biome there is a chance to grow ferns as well as Tall grass and flowers, in any other biome no ferns will grow from Tall grass. If Ferns are planted anywhere there is a chance to grow Tall grass as well as ferns and flowers. I have also reduced the amount of lily pads spawned by the world gen so that waterways do not get clogged to quickly. This Mod OVERWRITES the game's BlockLilyPad.class, BlockTallGrass.class and WorldGenWaterlily.class, so any other mods that changes these files are not compatible.

    Usage: In the config folder you will find WMRework.cfg. this contains settings to alter growth.
    (b)LilyGrows(true)=true => boolean controlling whether lily pads can grow or not
    (i)LilyGrowSpeed(20)=20 => variable controlling the speed of lily pads growth.(reduce to speed up)
    (i)GrassGrowSpeed(20)=20 => variable controlling the speed of Tall Grass and ferns growth.(reduce to speed up)
    (b)ReducedLily(true)=true => boolean controlling whether to reduce the world gen of lily pads or not
    (b)GrassGrows(true)=true => boolean controlling whether Tall Grass and ferns can grow or not.
    (b)GrowYellowFlowers(true)=true => boolean controlling whether Tall Grass and ferns can grow yellow flowers or not.
    (b)GrowRedFlowers(true)=true => boolean controlling whether Tall Grass and ferns can grow red flowers or not.
    If your game crashes after changing anything in the cfg file, you probily made a mistake somewhere inside, to fix it delete the WMRework.cfg and restart the game, the mod will generate a fresh cfg file.

    Installation: 1.Ensure modloader is installed and META-INF is deleted
    2.Extract Growth.zip INTO your minecraft.jar
    3.Play.

    Known Bugs: None, This Mod OVERWRITES the game's BlockLilyPad.class, BlockTallGrass.class and WorldGenWaterlily.class, so any other mods that changes these files are not compatible.

    SRC: Growth SRC.zip


    Thats all for now I'll be adding more as I finish Packing or making them.

    FrameWorks
    While I have been Learning how to mod MC, I made up these Framework/Templates to help simplify the more mundane side of creating a mod and allowing me to get to the fun part of adding logic quicker. I decided to release them to help other modders and give beginners a helping hand. Each one is a working mod in its own right(just needs to be compiled) and all that is required to use them is to cut, paste, merge mod_XXX file, and rename.
    More will be added as I learn more, if you would like to assist in making more please contact me.



    Basic Modloader

    This is the basic modloader layout with config support, usefull for mods where you plan to override vanilla classes( like my growth mod) or just as a general starting point.
    Basic ML with CFG.rar

    Blocks

    This is a basic block that uses one of the vanilla textures.
    Basic Block.rar

    This is a basic block that uses a single custom texture.
    Block with Custom Tex.rar

    This is a basic block that uses a different texture on each side.
    Block With Multiple Tex.rar

    This is a basic directional block with Front, Back and Side textures.
    Directional Block common side.rar

    Other

    This is basic WorldGen that allows generation of any blocks(from plants to buildings), with a few example restrictions.
    World Gen.rar

    Helpers

    I do my coding with notepad, so these helpers assist in various ways.
    Helpers.rar


    Suggestions: If anyone has any suggestions of mods that they would like to see me make or how to improve any of my current mods, please make the suggestion. Just please keep in mind that I am still learning Java/MCP/Modloader coding and haven't gotten around to modelling or anything similarly involved yet. If you have a model and/or textures that need some code(within limits obviously), please contact me, if it grabs my imagination, I'll try it. But please do not get upset if I can't or won't do what you want.

    NB. If you have trouble installing/using my mods please ensure that the IDtenT Error is not in effect before posting.

    Thanks

    I'd just like to thank ALL the tutorial writers(I read alot of them)

    CalebManley - For having such a cool mod (Herblore), that I just had to join the community to congratulate him (and give a few suggestions to improve it more).


    Posted in: Minecraft Mods
  • 0

    posted a message on (Wierd Bug)Player Vs TileEntity Lists
    Hopefully someone can shed some light for me.
    I am making a Teleporter and to find my nearest destination teleporter I need get a list of all other
    destination teleporters, if I use the world.loadedTileEntityList and filter from there, everything teleports as
    it should but it can only teleport to loaded Chunks. So I've been trying to use a static list as a registery of
    all my teleporter destinations, problem comes in that everything else(mobs, items,etc.) teleports Okay except
    the player, for some reason the player only teleports to the other side of the departure block. I have checked (with System.out.println) and list is properly populated. Incedently the sound effect doesn't play when the player teleports(unless you enter from the top, it plays fine with everything else). If someone could explain why this is or offer a resolution I would be gratefull. Alternatively if you could point me to a complete list of all TileEntitys in a world/dimension that I can filter for my TileEntity, that should also work. I have supplied the code that seems to be relevent to my problem, the list part is in FindNearestDestBlock().


    public void onEntityCollidedWithBlock(World world, int locX, int locY, int locZ, Entity entity)
    	 {
    		 TileEntityTP tileEntity = (TileEntityTP)world.getBlockTileEntity(locX, locY, locZ);
    int ppType = tileEntity.getPPType(world,locX,locY,locZ);
    int pmType = tileEntity.getPMType(world,locX,locY,locZ);
    int mpType = tileEntity.getMPType(world,locX,locY,locZ);
    int mmType = tileEntity.getMMType(world,locX,locY,locZ);
    
    if( (entity instanceof EntityPlayer)
    && ((ppType == 4)||(pmType == 4)||(mpType == 4)||(mmType == 4)) )//Player
    {
    DoTeleport(world,locX,locY,locZ,entity,tileEntity);
    }
    if( ((entity instanceof EntityMob)
    ||(entity instanceof EntityGolem)
    ||(entity instanceof EntitySlime))
    && ((ppType == 3)||(pmType == 3)||(mpType == 3)||(mmType == 3)) )//Mob
    {
    DoTeleport(world,locX,locY,locZ,entity,tileEntity);
    }
    if( ((entity instanceof EntityAnimal)
    ||(entity instanceof EntityWaterMob))
    && ((ppType == 2)||(pmType == 2)||(mpType == 2)||(mmType == 2))
    )//animal
    {
    DoTeleport(world,locX,locY,locZ,entity,tileEntity);
    }
    if( (entity instanceof EntityItem)
    && ((ppType == 1)||(pmType == 1)||(mpType == 1)||(mmType == 1)) )//items
    {
    DoTeleport(world,locX,locY,locZ,entity,tileEntity);
    }
    
    	 }
    public void DoTeleport(World world, int locX, int locY, int locZ, Entity entity,TileEntityTP
    fromTileEntity)
    {
    try
    {
    if(fromTileEntity !=null)
    {
    TileEntityTP DestTileEntity =
    FindNearestDestBlock(world,locX,locY,locZ,fromTileEntity);
    int orient = determineOrientation(world,locX,locY,locZ,entity);
    int dx = DestTileEntity.xCoord;
    int dy = DestTileEntity.yCoord;
    int dz = DestTileEntity.zCoord;
    int tx = fromTileEntity.xCoord;
    int ty = fromTileEntity.yCoord;
    int tz = fromTileEntity.zCoord;
    
    if (DestTileEntity!= null)
    {
    
    	 if (orient == 2) //N - s
    	 {
    	 if((world.getBlockId( dx , dy , dz + 2) ==
    0)&&(world.getBlockId( dx , dy + 1, dz + 2) == 0))
    	 {
    	 world.playSoundEffect(tx, ty, tz, "mob.endermen.portal",
    1.0F, 1.0F);
    	 entity.setLocationAndAngles( dx , dy, dz + 2,
    entity.rotationYaw, entity.rotationPitch);
    	 world.playSoundEffect(dx, dy, dz, "mob.endermen.portal",
    1.0F, 1.0F);
    	
    	 }
    	 }
    	 else if (orient == 3) //s-n
    	 {
    	 if((world.getBlockId( dx , dy , dz - 2 ) ==
    0)&&(world.getBlockId( dx , dy + 1, dz - 2) == 0))
    	 {
    	 world.playSoundEffect(tx, ty, tz, "mob.endermen.portal",
    1.0F, 1.0F);
    	 entity.setLocationAndAngles( dx, dy, dz- 2,
    entity.rotationYaw, entity.rotationPitch);
    	 world.playSoundEffect(dx, dy, dz, "mob.endermen.portal",
    1.0F, 1.0F);
    	
    	 }
    	 }
    	 else if(orient == 4) //W-e
    	 {
    	 if((world.getBlockId( dx + 2 , dy , dz) ==
    0)&&(world.getBlockId( dx + 2 , dy + 1, dz) == 0))
    	 {
    	 world.playSoundEffect(tx, ty, tz, "mob.endermen.portal",
    1.0F, 1.0F);
    	 entity.setLocationAndAngles( dx + 2 , dy, dz,
    entity.rotationYaw, entity.rotationPitch);
    	 world.playSoundEffect(dx, dy, dz, "mob.endermen.portal",
    1.0F, 1.0F);
    	
    	 }
    	 }
    	 else if (orient == 5) //E-w
    	 {
    	 if((world.getBlockId( dx - 2, dy , dz) == 0)&&(world.getBlockId(
    dx - 2 , dy + 1, dz ) == 0))
    	 {
    	 world.playSoundEffect(tx, ty, tz, "mob.endermen.portal",
    1.0F, 1.0F);
    	 entity.setLocationAndAngles( dx - 2, dy, dz,
    entity.rotationYaw, entity.rotationPitch);
    	 world.playSoundEffect(dx, dy, dz, "mob.endermen.portal",
    1.0F, 1.0F);
    	
    	 }
    	 }
    	 else if (orient == 1) //top - bottom kick out on east side
    	 {
    	 if((world.getBlockId( dx + 2 , dy , dz) ==
    0)&&(world.getBlockId( dx + 2 , dy + 1, dz) == 0))
    	 {
    	 world.playSoundEffect(tx, ty, tz, "mob.endermen.portal",
    1.0F, 1.0F);
    	 entity.setLocationAndAngles( dx + 2, dy, dz ,
    entity.rotationYaw, entity.rotationPitch);
    	 world.playSoundEffect(dx, dy, dz, "mob.endermen.portal",
    1.0F, 1.0F);
    	
    	 }
    	 }
    	 else if (orient == 0) //bottom - top shouldn't get used kick out on
    west side
    	 {
    	 if((world.getBlockId( dx - 2 , dy , dz) ==
    0)&&(world.getBlockId( dx - 2 , dy + 1, dz) == 0))
    	 {
    	 world.playSoundEffect(tx, ty, tz, "mob.endermen.portal",
    1.0F, 1.0F);
    	 entity.setLocationAndAngles( dx - 2, dy, dz ,
    entity.rotationYaw, entity.rotationPitch);
    	 world.playSoundEffect(dx, dy, dz, "mob.endermen.portal",
    1.0F, 1.0F);
    	
    	 }
    	 }
    }
    
    }
    
    }
    catch (Exception e)
    		 {
    		 e.printStackTrace();
    		 }
    }
    public TileEntityTP FindNearestDestBlock(World world, int locX, int locY, int locZ, TileEntityTP
    tileEntity)
    {
    int XPNetID = tileEntity.getXPNetID(world,locX,locY,locZ);
    int XMNetID = tileEntity.getXMNetID(world,locX,locY,locZ);
    int ZPNetID = tileEntity.getZPNetID(world,locX,locY,locZ);
    int ZMNetID = tileEntity.getZMNetID(world,locX,locY,locZ);
    TileEntityTP DestTileEntity = null;
    double nearestDist = Double.MAX_VALUE;
    for(Object o : mod_Teleporter.teleporterList)
    {
    TileEntityTP tp = (TileEntityTP)o;
    if(tp != null)
    {
    if(tp instanceof TileEntityTP)
    {
    	 int tpXPNetID =
    tp.getXPNetID(tp.worldObj,tp.xCoord,tp.yCoord,tp.zCoord);
    	 int tpXMNetID =
    tp.getXMNetID(tp.worldObj,tp.xCoord,tp.yCoord,tp.zCoord);
    	 int tpZPNetID =
    tp.getZPNetID(tp.worldObj,tp.xCoord,tp.yCoord,tp.zCoord);
    	 int tpZMNetID =
    tp.getZMNetID(tp.worldObj,tp.xCoord,tp.yCoord,tp.zCoord);
    	
    	 if(
    (tpXPNetID==XPNetID)||(tpXPNetID==XMNetID)||(tpXPNetID==ZPNetID)||(tpXPNetID==ZMNetID)
    	 ||
    (tpXMNetID==XPNetID)||(tpXMNetID==XMNetID)||(tpXMNetID==ZPNetID)||(tpXMNetID==ZMNetID)
    	 ||
    (tpZPNetID==XPNetID)||(tpZPNetID==XMNetID)||(tpZPNetID==ZPNetID)||(tpZPNetID==ZMNetID)
    	 ||
    (tpZMNetID==XPNetID)||(tpZMNetID==XMNetID)||(tpZMNetID==ZPNetID)||(tpZMNetID==ZMNetID) )
    	 {
    	
    	 if(tp != tileEntity)
    	 {
    	 double tpDist =
    tileEntity.getDistanceFrom(tp.xCoord,tp.yCoord,tp.zCoord);
    						 if (tpDist <= nearestDist)
    					 {
    	 DestTileEntity = tp;
    						 nearestDist = tpDist;
    					 }
    	 }
    	 }
    }
    }
    }
    
    return DestTileEntity;
    }


    Posted in: Modification Development
  • 0

    posted a message on _-* Farmables™ *-_ [WIP]
    every time I try to send the pm I get an error servers at capacity.
    I will retry later again, if you did somehow get it, just tell me so I don't resend it.
    If you can give an email address that would be even better or I could just post the code here if you want(in spoiler and code blocks).

    Edit. Finally got it sent, must have been to many Sunday drivers on the information highway.
    Posted in: WIP Mods
  • 0

    posted a message on _-* Farmables™ *-_ [WIP]
    Quote from calebmanley


    Good work! :P
    Have you got screenshots?

    If you want to package your source code together in a .zip and pm me it, that would be great. :)

    Screenshots of something thats grows underground is difficult.
    Please bear in mind that it is still in the rough stage, you're gonna need to polish a bit. I've also only been working with java and MCP for about a week(although I do know c#.net )so it is quite possible that you could find ways to improve efficiency, but it should be good enough to get you started in the right direction.
    I'll try to send it today sometime.
    Posted in: WIP Mods
  • 0

    posted a message on _-* Farmables™ *-_ [WIP]
    well, I finally got bored enough with playing to download thd MCP and learn some java, and as an excersize I decided to try making the truffles. I got it working(mostly!, 1 or 2 minor bugs to work out and textures), so if you want it, tell me how to send it(post code here or send via pm or email).
    Posted in: WIP Mods
  • 0

    posted a message on Herblore Mod™ V2.1g [Finally Updated!]
    Quote from Leosic

    Looks nice, but I'm getting this error:

    23 mods loaded
    Minecraft Forge 3.3.7.135
    FML v2.2.48.135
    Forge Mod Loader version 2.2.48.135 for Minecraft 1.2.5
    mod_UpdateManager : Initialized ([1.2.5] Mine & Blade Battlegear - 2.8.0.1.zip)
    mod_CodeChickenCore : Initialized (CodeChickenCore-Client 0.5.5.zip)
    mod_UpdateManager : Initialized (Explosives+ v3.4.jar)
    mod_MinecraftForge : Initialized (minecraft.jar)
    mod_NotEnoughItems : Initialized (minecraft.jar)
    mod_ShipsAndBoats : Initialized (minecraft.jar)
    mod_TokeItems : Initialized (1.2.5 Herblore v1.3b.zip)
    Mine & Blade- Battlegear : Initialized ([1.2.5] Mine & Blade Battlegear - 2.8.0.1.zip)
    mod_ComputerCraft : Initialized (ComputerCraft)
    mod_CCTurtle : Initialized (ComputerCraft)
    mod_Decoratives : Initialized (Decoratives Mod 1.4.2.zip)
    Dragon Mounts : Initialized (dragonmount_v0.83_mc1.2.5.zip)
    mod_mocreatures : Initialized (DrZharks MoCreatures Mod v3.7.1.zip)
    mod_ExplosivesPlus : Initialized (Explosives+ v3.4.jar)
    mod_Gas : Initialized (FiniteLiquidv5_6)
    mod_Liquid : Initialized (FiniteLiquidv5_6)
    mod_LiquidStandard : Initialized (FiniteLiquidv5_6)
    mod_Fireplace : Initialized (FireplaceMod1.9_Forge.zip)
    mod_Floodgate : Initialized (Floodgate 1.2.5.zip)
    mod_PlasmaCraft : Initialized (Plasmacraft-0.3.0.zip)
    mod_Turret : Initialized (Turret)
    Balkon's WeaponMod : Initialized (WeaponMod.zip)
    mod_WirelessRedstone : Pre-initialized (WirelessRedstone.zip)


    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.




    --- BEGIN ERROR REPORT 38bad26d --------
    Generated 02.09.12 14:24

    Minecraft: Minecraft 1.2.5
    OS: Windows 7 (x86) version 6.1
    Java: 1.6.0_31, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: GeForce GTX 550 Ti/PCIe/SSE2 version 4.2.0, NVIDIA Corporation

    java.lang.IndexOutOfBoundsException: bitIndex < 0: -1
    at java.util.BitSet.clear(Unknown Source)
    at cpw.mods.fml.client.SpriteHelper.getFreeSlot(SpriteHelper.java:130)
    at cpw.mods.fml.client.SpriteHelper.getUniqueSpriteIndex(SpriteHelper.java:106)
    at ModLoader.addOverride(ModLoader.java:154)
    at mod_WirelessRedstone.loadBlockTextures(mod_WirelessRedstone.java:181)
    at mod_WirelessRedstone.load(mod_WirelessRedstone.java:130)
    at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:324)
    at cpw.mods.fml.common.Loader.modInit(Loader.java:263)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:604)
    at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:203)
    at net.minecraft.client.Minecraft.a(Minecraft.java:426)
    at net.minecraft.client.Minecraft.run(Minecraft.java:735)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT c8e6c7c ----------

    Unless there was an update that I missed the mod doesn't use forge
    Posted in: Minecraft Mods
  • 1

    posted a message on [Collection] Master Collection of PC Seeds
    FoneBone -(capital F + B ) on single player I spawn on a deserted island with only some reeds, the map is mostly water. Nearest tree(only one) is half a days swim south, theres also some exposed iron in the nearby cave mouth. Mainland is a full days swim south, this is nearest animals and more trees. Mushroom island 1.5-2 days swim north. Pumpkin(one) on north east island. Below island is abandoned mine with 3 spider spawners(that I found so far), that joins an huge underground ravine. The island is so small that if you stand near the center of the island at night no monsters will spawn on the island, even with no torches or any lights.
    Posted in: Seeds
  • 0

    posted a message on [1.2.5] _-* Mineables *-_ V0.3 (Now with Uranium, Runeum, Fossils and Randomite!)
    Quote from calebmanley



    I might be able to work something out just for you. ;)

    It is very kind of you to even consider it, few would.
    Posted in: Minecraft Mods
  • 0

    posted a message on RadarBro (GUI Mob/Player Radar)
    very cool radar. The only thing missing is a height filter and resize option(which you say you are going to add). For some reason when in full screen mode the sides of the radar icon settings screen get clipped(fine when windowed). Another thing that you can mark is the player spawn point, current(for beds) and original. And can you make it so that if radar is disabled but coordinates are on, it'll still show them. And the radar should also auto temp disable when you are in one of the gui's, it gets in the way sometimes and it is a hassle to enable/disable all the time.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] _-* Mineables *-_ V0.3 (Now with Uranium, Runeum, Fossils and Randomite!)
    Quote from calebmanley

    I think ill just use the full forge. :P

    Your mod, your choice.

    I don't suppose you'd be willing to release the powertools as a stand alone mod. While I like the extra ores, I can live without them but those powertools are awsome and more than good enough to carry a mod all by it's self. Just make the gear obsidion and the tools diamond.
    Posted in: Minecraft Mods
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