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    posted a message on The current state of modding
    Yea, you're sorta just proving the point I was making. These mods are their own mods. They can't be made with 'Ok so here's stuff, but I'm not providing you with means of powering it, you need another guy's mod to do that'. They add in some things to interact with, but not a single one adds a feature that is designed to a specific state of improving the other mods in a means those mods on their own cannot do. Forestry engines provide the same power as the engines that come with BC. Electrical engines are horrid in the amount of power they use and if you have that much IC power gen already, you're far along the tech path anyway.

    If all of these mods were one thing and designed to ONLY be ran with eachother, sure, they're a bit much. I also see you using EE and TC in your examples, which further proves you don't know what you're talking about. Both mod makers have said they agree it's over the top, and both are making ground-up changes, pretty much rendering that argument pointless. You keep using little examples of 'Well it's SORTA like creative mode, therefor it pretty much is', when you can take literally anything from creative mode with 0 effort, 0 work, 0 time spent, 0 mining, 0 crafting.. Please don't make such an over the top comparison if you want to be taken seriously.

    What's next? NEI is a terrible game breaking mod because even though you can check recipes, see item IDs for easier debugging, and have everything you may need at your fingertips, it allows you to go creative mode and give you things, therefor it ruins the game? If you use a mod with the pure intention of destroying progressing, you're going to do it no matter what.
    Posted in: Mods Discussion
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    posted a message on The current state of modding
    Personally getting the feeling you've been soured so much on the idea, legit reasons for said automation are being completely ignored and you're over-exaggerating the impact of them. On my server, I have BC, IC2, Redpower and Forestry, all these so called devil automation mods.. and in no way, shape, or form do ANY of my players have infinite resources or creative mode ability. They don't build little 8x8 houses with 4 chests and call it a day, thus having unlimited resources.

    They use the resources they gain to make the far, far more expensive items from the mods to speed up their production, so they can make the even higher tier of items, so they can start building items on a larger scale, yet at no point do they ever have 'unlimited' resources. There are three core points to Minecraft: Mining, Crafting, Building, with Crafting being making the parts, Building being making buildings or the likes. These mods require us to go down and mine by hand to get resources just like Vanilla. Infact, in order to get the quarries and the likes, it requires you to get the materials that would deem 'end game' for vanilla mindcraft, AKA you've reached the peak, there's no further to go.

    Once you gain the quarry, you need to make engines, and keep it fueled. That early into the game, you won't have 20 combustion engines making it scream in speed, you have a few steam ones perhaps, which even with chunk loading, will take near an hour to get to bedrock. In that time, I could dig up 10x the amount of useful resources by hand, thus making it less efficient. The ONLY time the machines outpace the player, is when the player is already done with his or her progression, allowing them to focus on new projects while still having to move their quarries, sort their materials, so on so fourth.

    I think your major problem is you're looking at all of the mods put together to make them the absolute most automation possible, thus damning all of them in the process. That's akin to me saying your idea for less to no automation is stupid, because vanilla minecraft allows you to turn on creative mode, thus negating the need for mining entirely. One does not make the other bad, it's the combination. If I JUST have IC2, there's a lot of hand-work I have to do with those machines. If I JUST have redpower, there's a crapton of tweaking and adjusting I have to do to get something even remotely automated. If I JUST have buildcraft, there's a lot of fuel juggling for my engines, hunting for oil, refining, always a finite amount of resources to keep my automation going.

    To say these mods are 'just like putting you into sandbox or creative mode' is beyond ignorant, and you lose a LOT of your footing on the topic, as it shows your overall bias and lack of actually thinking things through. Every other line you make is about player economy, rather than actual balance or fun, leading to the conclusion that what YOU see Minecraft as is a hunter/gatherer sim where those who farm may trade with those who do not do as much. That is one of many, many, MANY ways of playing minecraft that do not include any form of creative/sandbox mode.

    You are free to do what you want with your mod, just as players are free to no longer use it if it causes more trouble than it's worth. People don't want 'lolezmoad', some people just don't want to spend hours holding down their right mouse button. They want to go through an overly complicated crafting and balancing act to make a machine and actually see their creation come to life, see all those bells and whistles go off to a fully functional design.
    Posted in: Mods Discussion
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Didn't see anything in my first glance-over, and I do know Optifine has issues with the newest forges, but so the issue is known.. If you use a texturepack (In my case a 128x sphax) with the newer forges and optifine (either version), the mod-based blocks and ores seem far brighter than the vanilla blocks and ores. Have done multiple tests and they always show up brighter. Remove optifine, and they're the same tone, so I know it's not a texturing issue. Does not seem to effect vanilla textured minecraft however.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] Weeping Angels [V1.5.10 - 22, MAY,13] FORGE [SP/MP]
    Quote from mc16neo

    HEEELP I really want to play....

    ---- Minecraft Crash Report ----
    // Sorry :(

    Time: 9/14/12 9:09 PM
    Description: ModLoader has failed to initialize.

    java.lang.VerifyError: (class: BlockPlinth, method: ComeToLife signature: (Lxd;III)V) Incompatible argument to function
    at mod_WeepingAngel.load(mod_WeepingAngel.java:25)
    at ModLoader.init(ModLoader.java:938)
    at ModLoader.addAllRenderers(ModLoader.java:185)
    at avy.<init>(RenderManager.java:87)
    at avy.<clinit>(RenderManager.java:14)
    at net.minecraft.client.Minecraft.a(Minecraft.java:405)
    at net.minecraft.client.Minecraft.run(Minecraft.java:725)
    at java.lang.Thread.run(Unknown Source)

    Relevant Details:
    - Minecraft Version: 1.3.2
    - Operating System: Windows 7 (x86) version 6.1
    - Java Version: 1.7.0_07, Oracle Corporation
    - Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
    - Memory: 450708584 bytes (429 MB) / 518979584 bytes (494 MB) up to 1037959168 bytes (989 MB)
    - JVM Flags: 2 total; -Xms512m -Xmx1024m
    - ModLoader: Mods loaded: 3
    ModLoader 1.3.2
    mod_Console 1.2.5
    mod_WeepingAngel [1.2.5] Weeping Angels v1.5.4


    I've bolded your problems.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from thewhitebaron

    Following other forge mod posts, its seems that optifine HD B3 somehow 'downgrades' forge when installed on top of forge and bring out bugs in the version of forge optifine was made from. Maybe taking a look at it and updating everything to the most recent forge build version?


    Adding to this particular bit. With current versions of forge packing a good few mods together, they all work fine without optifine, but in particular smart moving seems to crash any time I have it loaded with optifine. According to the mod developer, it's due to outdated files in optifine, so on so fourth.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] Sound Packs! V2.0 (Change the Sounds!) (DISCONTINUED) [Forge]
    Quote from GrahamCrakker

    What if I'm using ModLoader for other mods that need it? Why did you change to Forge?


    Please learn to check other posts in the topic before asking questions like this. 90% of modloader mods work perfectly fine with Forge, thus far there are only two authors I know of that intentionally make it so they do not. Forge has it's own modloader baked into it's code that's more flexible and easier to update.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.3.2] Sound Packs! V2.0 (Change the Sounds!) (DISCONTINUED) [Forge]
    Quote from KumoNoKosho

    Just like a bunch of other people here, I would like to request a ModLoader Version. 90% of my mods require ModLoader, and I really want to use this mod (And it was compatible last version, so I don't see why you dropped the support. unless of course it just takes longer to create a ModLoader version.)


    Just doublechecking as you actually have a partially informed post so worth looking into.. you do know Forge has modloader functionality right? Unless you're using better than wolves and risugami's mods, I don't really know of any others out there that absolutely will not work with the forge's version. Post them on the Forge boards so they know there's incompatibility, and they'll work on it?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] Sound Packs! V2.0 (Change the Sounds!) (DISCONTINUED) [Forge]
    *facepalms* You people truly are beyond help.. Tell you how to post reasonable requests, show you how to fix forge, and you still cry like children. It's rather clear you won't ever learn no matter how easily someone lays out the steps for you to fix it. Probably the reason Poptarts come with instructions on how to remove them from the packaging, people like you couldn't figure it out and started to make complaints. Enjoy clinging to modloader and less and less mods focus to the slow updating process and split functionality while the other modmakers focus on... y'know.. moving forward.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] Sound Packs! V2.0 (Change the Sounds!) (DISCONTINUED) [Forge]
    Quote from Very Bad A.I.

    I would like a non-forge version. Forge is not compatible with many of the mods I use. (Forge replaced the class files needed). And I use Magic Launcher.

    Yes, forge is good for a lot of people, but the advanced moders will have problems. Just saying.


    Define 'advanced moders', as the largest mods out there use forge currently. What mods do you use that do not work with forge modloader, beyond Better than Wolves and Risugami's mods, I havn't seen any that work with Forge's modloader, and if they do not, post on the Forge forums, and they'll have an answer for you.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.3.2] Sound Packs! V2.0 (Change the Sounds!) (DISCONTINUED) [Forge]
    Apparently stepping out for a moment let all the crazed children run rampant.. Since the most basic of functions seem to completely confuse you, I'm going to write up a little step by step guide for all of you installing and using everything wrong, and blaming it on forge.

    Step 1) Find out if your system is 32 bit, or 64 bit, by going to your control pannel, and checking the 'Systems' section.

    Step 2) Find out how much RAM your system has, same method as above.

    Step 3) Go to http://www.oracle.co...ds-1637588.html, and pick the one for your system. Download, and install, restarting if asked.

    Step 4) Go to http://www.minecraft...-and-much-more/ , and get Optifine

    Step 5) Go to http://www.minecraft...dows-linux-mac/ and download MultiMC, set it in it's own folder somewhere, and run it. Create a new instance of minecraft, run it to download all the files.

    Step 6) Right click on the instance, choose 'edit mods'. In the JAR tab, place optifine.

    Step 7) Go to the MultiMC options, advanced tab, and set your memory to 1024 if you're on a 32 bit system, or as much RAM as you have if you're using a 64 bit system.

    You are now at the state that you can literally install or uninstall anything with a click of a button. Place the whole Forge zip/jar at the top of the list in the JAR section, place any mod that's meant to go into the MODS folder into the MODS tab. Need to remove forge for some reason? Click Forge, hit remove, done. This is why we call you fools for complaining, you don't do any research, you don't TRY, you just fail because you don't understand what you're doing, instantly take it all out on a mod that works perfectly fine, and must raise up hate against it to make yourselves feel better.

    If you have a problem with Forge, get the error log of what happened, get your files in order, post it in a non-rage post fashion on the forge boards, and I can 100% promise they will either know what to ask you to do next, or tell you what you did wrong, and you will have it working. I have yet to see them shrug, and say 'I dunno lol'

    This is an example of an informed post. I gave reason, I gave links, I gave examples, I gave instructions. Saying 'Ahmuhgawd forge sux dont use k code more for me cuz i hate forge', does... nothing. If you for example said 'Please make a Modloader version for me. I have posted on the Forge forums outlining what I've done to install Forge, and they agree I have done everything right, and they are unsure of what my error log is telling them, so they cannot help me. Only modloader works for me, and I would like to enjoy your mod'

    You've given your reasons why you need it on modloader, you explained you went to the correct sources in an attempt to fix your problem, and the author of forge himself told you it could not be fixed. This is an informed post that would better aim a mod author to put in the extra hours to get something to work on a quickly outdated system.
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    Hey Chickenbones, I know most folk hate asking about releases, and this isn't asking at all for dates or times, but this is more to plan for server update paths When you update, will you be doing all of your mods at once, or will you be updating one, releasing, starting on another, releasing, ect?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5] The Runic Dust Mod [Mar14]
    Quote from Sonoraes

    I've checked, but I can't seem to figure out why this isn't working. It's been driving me nuts! I feel like it's something simple that I might be skimming over... Help?




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

    Minecraft has stopped running because it encountered a problem; Failed to start game
    This error has been saved to C:\Users\Greyson\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-25_18.58.48-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.



    --- BEGIN ERROR REPORT cfe5e9cc --------
    Generated 8/25/12 6:58 PM

    - Minecraft Version: 1.3.2
    - Operating System: Windows 7 (x86) version 6.1
    - Java Version: 1.7.0_05, Oracle Corporation
    - Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
    - Memory: 391829368 bytes (373 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
    - JVM Flags: 2 total; -Xms512m -Xmx1024m
    - FML: FML v3.0.148.332 Minecraft Forge 4.0.0.230 10 mods loaded, 10 mods active
    Forge Mod Loader (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    Runic Dust Mod (dustmod-v1.0.jar) Unloaded->Constructed->Pre-initialized->Errored
    Metallurgy Nether (7d. Metallurgy - Nether.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Minecraft Forge (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    Metallurgy Precious (7c. Metallurgy - Precious.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Metallurgy Base (7b. Metallurgy - Base.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Metallurgy Core (7a. Metallurgy - Core.zip) Unloaded->Constructed->Pre-initialized->Initialized
    mod_TooManyItems (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
    Metallurgy Utility (7f. Metallurgy - Utility.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Metallurgy Fantasy (7e. Metallurgy - Fantasy.zip) Unloaded->Constructed->Pre-initialized->Initialized
    - LWJGL: 2.4.2
    - OpenGL: AMD M860G with ATI Mobility Radeon 4100 GL version 2.1.8794, ATI Technologies Inc.
    - Is Modded: Definitely; 'forge,fml'
    - Type: Client
    - Texture Pack: Default
    - Profiler Position: N/A (disabled)

    cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:621)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:170)
    at net.minecraft.client.Minecraft.a(Minecraft.java:450)
    at net.minecraft.client.Minecraft.run(Minecraft.java:737)
    at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.reflect.InvocationTargetException
    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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:310)
    at sun.reflect.GeneratedMethodAccessor4.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:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:123)
    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:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:620)
    ... 4 more
    Caused by: java.lang.NoClassDefFoundError: dustmod/DustItemManager$DustColor
    at dustmod.DustItemManager.<clinit>(DustItemManager.java:10)
    at dustmod.DustMod.load(DustMod.java:216)
    ... 29 more
    Caused by: java.lang.ClassNotFoundException: dustmod.DustItemManager$DustColor
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:99)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 31 more
    Caused by: java.lang.NullPointerException
    at org.objectweb.asm.ClassReader.<init>(Unknown Source)
    at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:141)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:92)
    ... 33 more
    --- END ERROR REPORT 9069f617 ----------

    EDIT:
    It looks like a forge version issue. *sigh* How is a mod that's compatible with Forge not compatible with Forge? It just blows my mind. Will this mod just have to be updated constantly or...?


    If you use the release version of Forge, which you're meant to, it works just fine. They found some functions that were missing from Modloader from what I understand, so they added it in with the latest builds. When it becomes a full release, I'm sure this nice fellow will update his mod, even though I'd like to see it updated a little earlier so I can work it with the Forestry beta >.> Heh.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.2] Weeping Angels [V1.5.10 - 22, MAY,13] FORGE [SP/MP]
    Quote from torak11

    No, forge is not needed for this mod at all, forge is too complicated.

    On a mod related note, 1.3.1 update soon?


    Modloader: Delete META folder, drag files in first before other jar mods
    Forge: Delete META folder, drag files in first before other jar mods

    >.> What's more complicated again?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] Sound Packs! V2.0 (Change the Sounds!) (DISCONTINUED) [Forge]
    Quote from ryuk2

    i was going to download the mod then i see you need forge, now im not, no download for you!


    I'm sure the author will lose sleep over an ignorant individual who is giving them no form of income nor any reason to cater to their needs. Thank you for this post. Those of us who understand how to do things properly shall enjoy it.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] Sound Packs! V2.0 (Change the Sounds!) (DISCONTINUED) [Forge]
    Quote from Saybur

    I'm not saying Modloader is always better than Forge. I'm saying that Forge is unnecessary for this mod as it's a client-side mod with little need for compatability with other mods. Forge is good for large mods such as Aether or Planes, but not this mod.
    The only reason people prefer Modloader over Forge is due to it's hit-and-miss stability. For you it's fine hunky dorry, for others not so.
    I should not have to continue explaining that not everyone's computer is the same and a high end computer does not have the same chance at stability as your five year-old computer.
    Also, as it is now, Optifine only works with ONE version of Forge at the moment.


    Also incorrect. Optifine B2 works with the current release of Forge that's listed as stable, Optifine B3 works with 212 and beyond. If you're talking about Optifine Ultra vs Basic, also false due to the fact that you can disable the settings ultra provides you in the config files or via ingame menu.

    I run a server with around 30 players on the roster. Some with computers that can JUST barely work off of Java6, some that beat my 5 year old hunk, some PCs, some Macs. I'd say on their own, less than a quarter of them were able to just take the readmes and do it flawlessly. I sat down with every one, had them tell me what they did, and spotted exactly where they went wrong, generally skimming over a step or skipping something entirely because they 'thought' they knew how to do it without taking the proper steps. I now have 30 players that are all running with Forge, without issue, after I sat with them and explained what they did wrong.

    Again, 90% of issues tend to be user related, not program.

    As for the point of Forge being too much for this one mod.. yea, I'll agree with you, if you ONLY used this mod and nothing else ever, Forge would be silly. You're also 0.4% of the population who only uses one mod. They expect this mod to be used with other mods, thus making Forge an overall smarter choice to code with as it's bound to have less problems in a coding sense.
    Posted in: Minecraft Mods
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