I'm on Mac OSX, and I'm trying to run the new Amidst, but it won't start. It keeps telling me "unable to access amidst.jar".
I've tried redownloading it, and that doesn't work. Is it supposed to be placed in a specific subdirectory or something? I tried looking through the thread, but didn't see this issue.
edit: oop, nevermind, I downloaded the Linux Jar and that's working fine.
- Registered Member
Member for 8 years, 5 months, and 17 days
Last active Tue, Nov, 24 2015 17:57:15
- 0 Followers
- 35 Total Posts
- 19 Thanks
Nov 3, 2013WorkdayLobster posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]Posted in: Minecraft Tools
Aug 16, 2013Yes, I used the newest Magic Launcher. Still not sure what happened there. And I made a profile when I used the modded JAR, but I didn't modify the json file. That's probably my mistake.Posted in: Minecraft Mods
I'll go check out Xisuma's tutorial. Thanks Kabo! Looking forward to getting a peek at where I can build my wither factory!
Aug 11, 2013I'm messing this up somehow. I'm trying to use the Single-Player-Only, non-Forge version, and I can't figure it out. I tried manually copying the files into the 1.6.2 jar, but at that point I can't figure out how to get the standard vanilla launcher to use that jar.Posted in: Minecraft Mods
So then I tried using the newest Magic Launcher to do it, by placing the files located in the "modfiles" folder into a new zip and telling Magic Launcher that it was a mod. Magic Launcher did its test and said it was "Ok", but then I got a bunch of java class exceptions when I tried to launch.
I acknowledge defeat: I'm in over my head, and don't know what I'm doing wrong or missing. How do I either launch the modded 1.6.2 jar, or get Magic Launcher to integrate the mod into the 1.6.2 jar at launch?
Jul 6, 2013WorkdayLobster posted a message on John Smith: Legacy [JSTR - Mod support (FTB, Tekkit, AT .etc.)][Community GitHub Project]Ah. Since I don't use the latest JS version on purpose, I must not have noticed.Posted in: Resource Packs
Jul 6, 2013WorkdayLobster posted a message on John Smith: Legacy [JSTR - Mod support (FTB, Tekkit, AT .etc.)][Community GitHub Project]I've been adapting another pack's horses to fit into the JS pack. I'm not going to post that here, since it's 90% someone else's work, but what I do have is a nice JS-style donkey/mule chest texture. This would need to be photoshopped into the mule and donkey skin textures, it's not a unique texture in the resource pack structure.Posted in: Resource Packs
So it's not a simple fix, but it'll save people time when they work on horse textures.
Jul 6, 2013WorkdayLobster posted a message on How do I edit the animation propeties for textures in Resource Packs?Beauty. Thanks! Now I can fix my lava.Posted in: Resource Pack Help
EDIT: actually, I just opened the MCmeta files, and that's what's in there already. Is there some kind of bug right now that stops 32x resolution animation files from displaying properly, even if the mcmeta file is correct?
edit 2: fixed. Turns out I had an extra frame in the meta file that wasn't in the texture file. In the old format it didn't cause a conflict, but in this one it turns the texture into a big purple blob.
Jul 6, 2013WorkdayLobster posted a message on How do I edit the animation propeties for textures in Resource Packs?What is the syntax for adding in the duration of each frame? As an example, say I have 4 frames, and I want the first to play for 1/2 a second, followed by the other 3 playing each for 1/0th of a second. How would I include that into this code?Posted in: Resource Pack Help
May 14, 2013Ok, I think I understand. I used an NBT editor on the map AFTER it was generated to move the spawn point coordinates. I did not use MCedit to shift chunks around.Posted in: Server Support and Administration
So that means somewhere west of my spawn village is a section of land no one has built in that never unloads, while the no-bed respawn point is in the center of my town. Ok, this explains some stuff, we thought that moving the server spawn point moved the always-loaded area as a radius of effect, but now I realize that this is going to be coded based on the chunk IDs themselves. That explains why some redstone tech we thought would be running was not.
Thanks! Serves me right for trying to monkey around with my map without fully understanding how it works!
May 14, 2013Simple question: If I move the server spawn point using NBT edit, do the always-loaded chunks move with it? Or do they stay near the original location? In addition: is it possible to alter the number of chunks that stay loaded?Posted in: Server Support and Administration
Our server has a shifted spawn so that it's on solid land, but it just occurred to me I don't know if that shifted the always loaded region.
May 4, 2013WorkdayLobster posted a message on John Smith: Legacy [JSTR - Mod support (FTB, Tekkit, AT .etc.)][Community GitHub Project]I also have problems with the half-slab tinting in different biomes.Posted in: Resource Packs
To be honest, I kind of feel like the creation of the dedicated JS:L forum has divided the contributors, because output and suggestions have really dropped off as of late.
Apr 14, 2013Hey Justin,Posted in: Redstone Discussion and Mechanisms
A few weeks ago I know there was a youtuber (I forget who) working on this problem. However, their method still required non-automatic sorting. Basically, they were building a very elaborate shipping system that could track the armor through the system, but you still had to tell the machine what each un-stackable item was, first. I doubt that a solution to this exact problem will ever show up in Vanilla. It just seems to be a limitation that the game makers are happy with having. Sorry dude.
Let us know if you come up with a useful solution though! remember, you don't need the solution you want, you need a solution that works. Good luck!
Quote from Techdolpihn
No. We don't need another useless block.
He didn't say anything about a new block, he's asking if there's any tricks that can sort unstackable items in vanilla.
Apr 11, 2013My only issue with this is that it can't use mixed fuel streams. I've been trying to design one that, basically, checks whether it as seen a smelted item leave the furnace in the past 10.5 seconds. If not, it gives the furnace one more fuel item. The downside is that you have to keep the system packed, in the input, so you can really only use it with one smeltable item (mine is cobble), but the result is that it only can use coal or blaze rods.Posted in: Redstone Discussion and Mechanisms
Still trying to get it to work, though. If you can come up with a 1 or 2 wide tileable version of this, I'm sold.
Mar 28, 2013Posted in: Resource Packs
Sorry, just got home. No, that was the problem, I was missing a row on my particles.png, and I didn't know where to look for it. Thanks guys.Quote from Greenhawk837
Are they invisible while using the latest version of Legacy?
Mar 28, 2013I've seen it mentioned now and again, but I just did a search and found nothing solid. Could someone tell me how to fix firework bursts? I have the textures for every other aspect of them, but when they explode they're invisible.Posted in: Resource Packs
Mar 24, 2013Posted in: Resource PacksQuote from SayWha
I feel like the new quartz textures don't really go well with the rest of the pack :/
I made these ones for myself, by doing a very slight edge-find multiply on... dang, I don't remember. A 64x pack that was really faithful to vanilla (Faithful, mayhaps?!), which I down-sized to 32x. I know it might not be "John Smith Style", but i think quartz blocks should be a bit special: really clean, bright, smooth, and subtle.
I don't suggest them for the main JS-L pack, because they're really derivative of Vanilla, but it's a neat option, if someone wants it.
Texture files in the spoiler:
- To post a comment, please login.