• 0

    posted a message on [v4.7.1-BETA] SecretRoomsMod - Malsis Doors Compat!
    Quote from mia0126

    Do u have an goal of when to update?



    Quote from AbrarSyed

    well. lets seee, I have to... THEN, and ONLY then, will I be free to work on the SecretRoomsMod. And when I start, il tweet it. I estimate that it will take about 2 weeks to make the updates to 1.5.2, as well as update it to MC 1.6
    Posted in: Minecraft Mods
  • 0

    posted a message on [v4.7.1-BETA] SecretRoomsMod - Malsis Doors Compat!
    Quote from Midgetthunder

    Is this mod dead or something? Minecraft is at 1.6.2 now, and I don't see any support for newer versions on this forum. That, and when I try to download, I get a 404 Error. So, either the mod is dead, or the links are broken.


    It's not dead. Support for 1.6.2 will be coming, AbrarSyed has been busy with other things and hasn't had time to update yet. This has been announced in the thread, so I guess you didn't bother looking very far back to see if anything was planned.

    As for the links, try actually reading the OP, it tells you why the downloads are down and how to download the latest version of Secret Rooms.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Still_Alive_2

    why dont you update!

    why dont you update!


    Why don't you just be patient?


    Quote from Xuebao61

    Not to bug about an update but someone said that you're not updating past 1.5.2. I just wanted to know if this is true or not.


    It's not true. An update is currently in the works, and will be released when it's done.
    Posted in: Minecraft Mods
  • 0

    posted a message on Aquaculture
    Quote from AceArtemis

    I caught a jellyfish, and nothing happens when I put it in a crafting table. Is this a bug, or am I supposed to do something else with it?

    Also, I caught a 96,900 lb whale. Can anyone beat that?


    Jellyfish don't do anything at the moment.

    I've caught a 200,000lb whale before, and I think someone else has caught one that's been at least 201,000lbs.
    Posted in: Minecraft Mods
  • 0

    posted a message on Aquaculture
    Quote from ToaCzar

    Really enjoying this mod so far. Any chance of adding full compatibility with Biomes o' Plenty? (As in not everything is freshwater)
    Also, it appears to me that if I have BoP installed, every biome is freshwater. Even default ones such as Taiga. Not too sure, IDs could have been changed even if the biome name is default. Sorry to be one of those annoying requesters.

    Good luck, great mod!


    Biome support is planned for a future release.

    BoP modifies Vanilla Biomes, which is likely the reason for them being considered Freshwater instead of their intended types.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from cgirlBK

    I am using the 1.6.1 Minecraft with the new launcher and i already installed forge and GUI API and deleted META-INF and i have already added the custom spawner to the mods and all of that works already. (i tested it out) and when i try to add the actual dr z sharks mod it shows an error report and i dont know whats happening. Here is the crash report:

    ---- Minecraft Crash Report ----
    // Uh... Did I do that?

    Time: 7/30/13 5:40 PM
    Description: Initializing game

    java.lang.NoSuchFieldError: b
    at drzhark.mocreatures.MoCreatures.<clinit>(MoCreatures.java:77)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Class.java:249)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    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:193)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:173)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    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:104)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:172)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:468)
    at net.minecraft.client.Minecraft.run(Minecraft.java:792)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:18)


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

    -- Head --
    Stacktrace:
    at drzhark.mocreatures.MoCreatures.<clinit>(MoCreatures.java:77)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Class.java:249)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    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:193)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:173)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    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:104)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:172)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:468)

    -- Initialization --
    Details:
    Stacktrace:
    at net.minecraft.client.Minecraft.run(Minecraft.java:792)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:18)

    -- System Details --
    Details:
    Minecraft Version: 1.6.1
    Operating System: Mac OS X (x86_64) version 10.8.4
    Java Version: 1.6.0_51, Apple Inc.
    Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Apple Inc.
    Memory: 35348800 bytes (33 MB) / 115601408 bytes (110 MB) up to 1065025536 bytes (1015 MB)
    JVM Flags: 1 total; -Xmx1G
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v8.03 FML v6.1.39.775 Minecraft Forge 8.9.0.775 6 mods loaded, 6 mods active
    mcp{8.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
    FML{6.1.39.775} [Forge Mod Loader] (coremods) Unloaded->Constructed
    Forge{8.9.0.775} [Minecraft Forge] (coremods) Unloaded->Constructed
    CustomSpawner{2.2.1} [DrZhark's CustomSpawner] (CustomMobSpawner 2.2.1.zip) Unloaded->Constructed
    MoCreatures{4.5.1} [DrZhark's Mo'Creatures Mod] (DrZhark's Mo'Creatures Mod v4.5.1.zip) Unloaded
    mod_ReiMinimap{Not available} [mod_ReiMinimap] ([1.6.1]ReiMinimap_v3.4_01) Unloaded
    Launched Version: Forge8.9.0.775
    LWJGL: 2.9.0
    OpenGL: NVIDIA GeForce GT 640M OpenGL Engine GL version 2.1 NVIDIA-8.12.47 310.40.00.05f01, NVIDIA Corporation
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Pack: Default
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null


    Quote from cgirlBK

    I am using the 1.6.1 Minecraft


    [1.5.2] Mo' Creatures - v5.2.3 with Raccoons, Ants, Mini Golems, Silver Skeletons and More Fish!


    It obviously hasn't been released for 1.6.2 yet, that's your problem.
    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from TDWP_FTW

    It actually is really simple. It only took like 2 minutes :P


    Ha, well, I admit I have no knowledge personally about coding. I'd been told by another modder that it wasn't as easy as it sounded and could be difficult to get to work right, so I assumed it was more complex than it appeared.
    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from CountThemHawks

    Maybe you could make a version where mo creatures mobs spawn in the new biomes?
    Just an idea. Do not get mad at me 0_0


    Mo'Creatures generally gets used alongside Custom Mob Spawners, which is out-of-the-box compatible with Biomes O Plenty. A fresh install should add all of BoP's biomes to the configuration and allow Mo'Creatures mobs to spawn in most if not all of them.
    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from TDWP_FTW

    We figured out the problem with the config stuff, so I can add it for the next release. I completely forgot about it when we fixed the sky color config stuff. :P


    That's good to hear, I'm glad you could figure it out.

    And once again, I'm sorry that such a small request got so blown up and things got so heated about it.

    [Edit: I wanted to mention that I do understand that the request isn't as simple to code as it sounds, and I wasn't trying to dismiss that.]
    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from oZode

    User a mod that removes recipes, that should do the trick.


    See previous posts where I addressed that.
    Posted in: Minecraft Mods
  • 1

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from oZode

    I just wanna know what it does. I figured that its incomplete for now due to the lack of info on it.

    You contradicted yourself.

    Anyhow amethyst also makes the enderporter which is a insanely useful item, it's not just the tools it adds.


    The effort I was referring to in the first post was in reference to the intended effort. The effort in the second bolded line is in reference to the effort (or lack thereof) on my server. I'll admit I didn't word it the best, but really, there's no need to nitpick my post apart just to find flaws with it.

    As for the EnderPorter, its useless on the server as well. We have MystCraft, and everyone has a linking book that links back to the spawn point. They're given those as soon as they join, so no - it's not useful at all for us.

    Quote from oZode

    Don't you need to kill multiple withers and go to the end [and kill that ender dragon] to make the staff besides the gems?


    You need Nether Stars, the various gemstones, and some End Stone.

    I did forget about the End Stone, so thanks for pointing that out, and apologies for neglecting it in my earlier posts.

    Still, End Stone isn't impossible to come by without going to the End on my server, as it can be obtained through MystCraft if you've got the right pages. However, I will concede on that point, as it's still unlikely to be something that can be obtained quickly or with great ease.

    While that was an issue and somewhat of a concern, it wasn't the only reason I had for wanting to disable the items. Their redundancy and pointlessness as a result of that redundancy was the bigger reason for myself, as I typically prefer to keep things as simple as possible in regards to how many mods I'm using and what they offer. Having three diamond-equivalent materials made that somewhat difficult, so I simply asked for a config option (in the past) for the Amethyst tools to be disabled. I asked also for Mud because I personally find them ridiculous and just don't want players on the server to have access to them. Neither of those were total deal breakers or even huge priorities for me, and they still aren't.

    They were simply a request, and the entire situation has turned into something of a war that's been fueled and egged on by both sides. Personally, I just disagree with TDWP and Adubbz for their reasoning behind not having config options - but at this point I don't care if they add one or not. TDWP tried to add configs for the items, but couldn't get it to work, and following that the subject has mostly been dropped aside from the stray opinion here and there.

    The only thing I was trying to do with my post earlier was to simply shed some light on the reasons as to why someone might want the items disabled. For me, they just don't fit with the server, so I wanted to disable them. That's all. I was just giving some insight as to the reasons why I personally wanted them disabled, as it wasn't because of a lack of experience (bet you'll bring up I forgot about End Stone and tell me I contradicted myself again, right?) or because I was comparing it to another mod.

    All that aside, I do want to apologize to TDWP personally for all the drama that's come about from this. While it may not have been my fault it's happened, I am at least partially responsible for having taken part in it, and my apologies to you for the way things have resulted and for the headaches that have been caused on both sides. I do appreciate the work, time, and thought you put into your mod, and while I don't necessarily care for every aspect of it, I do think it's a very good mod.

    Quote from TDWP_FTW

    Biomes O' Plenty has evolved past just a biome mod, and honestly, I've thought about changing the name of the mod before to something more fitting. It's more of an all-around mod that gives players more of a reason to explore aside from just biomes and plants. The gems, the Promised Land, etc. It all ties in with exploration, and other fun things that use materials found in the mod, like the dart blower, altar stuff, etc.


    Honestly, I've considered suggesting changing the name myself. I think that may be one of the bigger nuances for me, because I still think of BoP as a Biome mod, and not much else outside of that. At this point it's evolved into something else that goes beyond the scope of just a Biome mod, a name change may suit it well.
    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from oZode

    I see no reason why you got to balance around other mods. While a extreme example, I can get a mod that turns dirt to diamonds, should that mean diamonds should be removed?


    That's an extremely poor analogy, and doesn't apply at all in this context.

    Amethyst is pointless on my server. It's no better than Diamond, other than it's ridiculous durability. Diamond isn't the highest level of weapon or tool on my server, and in fact isn't even the second best. That alone defeats the entire purpose of it to begin with, as it's no longer an "end-game" material, but rather a mediocre material that is easily replaced without ever needing to set foot outside of the Overworld which makes the effort to even obtain the Amethyst completely unnecessary and worthless.

    Besides can't one use recipe remover to get rid of access to the promised land by turning off the ancient staff? I know I was playing devil's advocate for a bit, but it's because i'm relatively new to the whole modding thing and din't know if a program like that existed or not. Now I know for certain it sexists, all I can really say is that if someone really doesn't want the new stuff they can always use that application since I doubt it is any harder to install that Mob Span Controls.


    You're missing the point. My post was in reference to Adubbz' assumption that the reason people want to disable Amethyst is because they "have no real experience of the actual effort required to get there."

    I do have experience of the effort required to get there, and on my server - that effort is completely nonexistent. That was the point I was making. I wasn't asking for a config option, I wasn't asking for some solution to the problem. I was offering a differing viewpoint on the situation. I made that clear in my post.
    Posted in: Minecraft Mods
  • 1

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from TheAdubbz

    But the thing is, there's no need. It seems to me that all the people whining about the Promised Land items have no real experience of the actual effort required to get there. It's no walk in the park by any means. Another possible explanation is that people keep comparing it to the Aether, which just has a simple glowstone portal in order to get there. That is certainly far from how we do it.


    But the thing is, that's not always true. It's not always a difficult task to make the Ancient Staff. In fact, it can be pretty simple when the only real effort required is finding the gems - which itself isn't difficult to do and relies on luck with chests (where they seem to pop up rather often) or in finding various biome types (which often isn't much of an obstacle at all).

    It's entirely possible - depending on what mods you use - to open the portal to the Promised Land without ever having set foot in the Nether, much less the End. I've done so myself, which is part of the reason I initially asked for a config option. The other being that Amethyst armor and tools are of no use to my server due to the fact that there are several other materials available that are far better than Amethyst that require much less effort to obtain.

    One lesson that it seems a lot of people around here need to learn is that assumptions arn't the best way to go about things.


    And yet you are just as guilty of assumptions. You assume that since I want a config option for Amethyst items, that I have no experience in building the staff or going to the Promised Land. You assume that there's no possibility that another mod may interfere with your design goal of making the staff difficult to make.

    Grimoire of Gaia 2 has mobs that drop Nether Shards, four of which combined make a Nether Star. Those mobs aren't difficult to find, nor are they difficult to kill, and the shards drop fairly often. Often enough, in fact, that I've had more than just a handful of Nether Stars laying around without ever having set foot in the End. Grimoire of Gaia 2 offers far more to our server than the Promised Land does, so I'm not really interested in dropping it just to prevent players from obtaining a useless (in my situation) gem.

    No, I don't expect you to bend over backwards to make changes to accommodate every possible setup or situation. But I don't consider it unreasonable to request a simple config option for things that several people may not find as useful or desirable as you'd hoped - especially when "just don't use it" isn't a valid option in many cases.

    To clarify, I'm not actually asking for a config with this post. You've made it abundantly clear that you aren't interested in doing that, and while I completely disagree with your reasons for it, there's not much anyone can do to change that. The point of this post was mostly just to offer a different viewpoint on the situation.
    Posted in: Minecraft Mods
  • 1

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from sleepy9999

    Is anyone aware that there are duplicate ID's in the Biomes config file?
    I:"Swampland (New) ID"=252 I:"Long Grass ID"=252
    I:"Extreme Hills (New) ID"=253 I:"Crag Rock ID"=253
    I:"Jungle (New) ID"=254 I:"Skystone ID"=254

    Out of pure interest, I have altered swamp, hills, jungle in mine to be 132, 133, 134 which work with the other 23 mods I have installed


    Those aren't conflicting IDs. The three on the left are Biome IDs, the ones on the right are Block IDs.
    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from MohawkyMagoo

    In the 1.5.2 version, will coral and kelp ocean biomes generate in default worlds with BOP biomes added? I don't see them.


    Ocean biomes haven't been added yet. Their IDs are present in the config, but the biomes themselves don't exist yet.
    Posted in: Minecraft Mods
  • To post a comment, please .