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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Is there any way to make different cultures more or less likely to spawn? I'd rather not have Mayans at all, and for some reason, they seem to be the only culture I've been getting lately.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1/1.0.0/1.1.0]Coupon's Mod Updates
    Quote from Coupon22

    [center][font="Arial"][size="6"]Coupon's Updates


    11/11/11 - Busy with life. Updated ArtOfPainting and ScotTools. Added aSakofDonuts links to OP.[u]


    ScotTools breaks Millenaire, or at least it does on my system. I had both up and running on 1.8.whatever. Is that something I ask you to fix, them to fix, or do I just give up on all mods needing ScotTools?

    Here's the error message from Modloader.txt:

    Dec 1, 2011 8:37:39 AM ModLoader addMod
    FINE: Failed to load mod from "mod_Millenaire.class"
    Dec 1, 2011 8:37:39 AM ModLoader addMod
    FINER: THROW
    java.lang.NoSuchMethodError: ads.<init>(IILnu;[Lyy;)V
    at MLGood$ItemNormanAxe.<init>(MLGood.java:118)
    at mod_Millenaire.<clinit>(mod_Millenaire.java:119)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
    at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
    at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
    at java.lang.Class.newInstance0(Class.java:355)
    at java.lang.Class.newInstance(Class.java:308)
    at ModLoader.addMod(ModLoader.java:275)
    at ModLoader.readFromModFolder(ModLoader.java:1293)
    at ModLoader.init(ModLoader.java:826)
    at ModLoader.AddAllRenderers(ModLoader.java:186)
    at wb.<init>(wb.java:76)
    at wb.<clinit>(wb.java:9)
    at net.minecraft.client.Minecraft.a(SourceFile:265)
    at nm.a(nm.java:27)
    at net.minecraft.client.Minecraft.run(SourceFile:644)
    at java.lang.Thread.run(Thread.java:680)
    Posted in: Minecraft Mods
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    posted a message on [V1.8.1]Kerik's Koi Mod (UPDATE ON 1.2.5 VERSION, almost done!)
    I am excited for these to come out. You are making sure they are compatible with Coral Reefs, right? Sealife + Coral Reefs + Tropicraft would be a wonderful combination for one if those survival islands worlds.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1/1.0.0/1.1.0]Coupon's Mod Updates
    Are the Mystic mods still incompatible with Coral Reef? I gotta have my coral, but I'd kind of like to check out Stones and Ruins as well.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Firespread

    Might be a conflict with a item, possibly the Norman Axe.


    This morning I tried downloading a fresh jar and installed only a few mods. The first time it failed, then I removed Scottools and LordFlowers' mod, and it loaded fine. (W00t!) So now I am going to try my luck with Mo'Creatures....
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    I removed the .zip file from /mods, loaded and ran Minecraft just fine, then tried putting it back and got this error:

    Nov 28, 2011 7:36:26 PM ModLoader readFromModFolder
    FINER: Adding mods from /Users/ailsaek/Library/Application Support/minecraft/mods/millenaire1.10.3.zip
    Nov 28, 2011 7:36:26 PM ModLoader readFromModFolder
    FINER: Zip found.
    Nov 28, 2011 7:36:26 PM ModLoader addMod
    FINE: Failed to load mod from "mod_Millenaire.class"
    Nov 28, 2011 7:36:26 PM ModLoader addMod
    FINER: THROW
    java.lang.NoSuchMethodError: ads.<init>(IILnu;[Lyy;)V
    at MLGood$ItemNormanAxe.<init>(MLGood.java:118)
    at mod_Millenaire.<clinit>(mod_Millenaire.java:119)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
    at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
    at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
    at java.lang.Class.newInstance0(Class.java:355)
    at java.lang.Class.newInstance(Class.java:308)
    at ModLoader.addMod(ModLoader.java:275)
    at ModLoader.readFromModFolder(ModLoader.java:1293)
    at ModLoader.init(ModLoader.java:826)
    at ModLoader.AddAllRenderers(ModLoader.java:186)
    at wb.<init>(wb.java:76)
    at wb.<clinit>(wb.java:9)
    at net.minecraft.client.Minecraft.a(SourceFile:265)
    at nm.a(nm.java:27)
    at net.minecraft.client.Minecraft.run(SourceFile:644)
    at java.lang.Thread.run(Thread.java:680)


    Anybody? I had it running on 1.8.whatever with no problems.
    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    I was just loading Millenaire, and I got this error in my ModLoader.txt file:

    Nov 28, 2011 2:08:52 PM ModLoader readFromModFolder
    FINER: Adding mods from /Users/ailsaek/Library/Application Support/minecraft/mods/millenaire1.10.3.zip
    Nov 28, 2011 2:08:52 PM ModLoader readFromModFolder
    FINER: Zip found.
    Nov 28, 2011 2:08:53 PM ModLoader addMod
    FINE: Failed to load mod from "mod_Millenaire.class"
    Nov 28, 2011 2:08:53 PM ModLoader addMod
    FINER: THROW
    java.lang.NoSuchMethodError: ads.<init>(IILnu;[Lyy;)V
    at MLGood$ItemNormanAxe.<init>(MLGood.java:118)
    at mod_Millenaire.<clinit>(mod_Millenaire.java:119)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
    at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
    at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
    at java.lang.Class.newInstance0(Class.java:355)
    at java.lang.Class.newInstance(Class.java:308)
    at ModLoader.addMod(ModLoader.java:275)
    at ModLoader.readFromModFolder(ModLoader.java:1293)
    at ModLoader.init(ModLoader.java:826)
    at ModLoader.AddAllRenderers(ModLoader.java:186)
    at wb.<init>(wb.java:76)
    at wb.<clinit>(wb.java:9)
    at net.minecraft.client.Minecraft.a(SourceFile:265)
    at nm.a(nm.java:27)
    at net.minecraft.client.Minecraft.run(SourceFile:644)
    at java.lang.Thread.run(Thread.java:680)

    I'm used to modloader asking me to change item IDs, and I can generally handle that fine, but I have no idea what it wants me to do here.
    Posted in: Minecraft Mods
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    posted a message on [V1.8.1]Kerik's Koi Mod (UPDATE ON 1.2.5 VERSION, almost done!)
    Nice new splash page. Looking forward to the update - I love my koi.
    Posted in: Minecraft Mods
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    posted a message on [V1.8.1]Kerik's Koi Mod (UPDATE ON 1.2.5 VERSION, almost done!)
    Quote from kerik

    Yes, that's one of the plans. We may even have the different koi at different levels, but with the current version of the code, they have more freedom of movement, so their pre-programmed height isn't where they will be 100% of the time (it's more a minimum depth at this point). I'll try and convince DJ to set up an area for a nice video and we might get another video out before the 1.0 release.


    W00t. This is one of my favorite mods and I'm very much looking forward to getting it back. The water doesn't look right without lots of fish swimming in it.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1/1.0.0/1.1.0]Coupon's Mod Updates
    Quote from Coupon22

    Of course!


    Quote from aSakofDonuts

    you mean to 1.0.0 i'm guessing? ya when mcp comes out and if the authors aren't doing it i will.


    Thank you two so so much, especially for coral reef. I'll keep an eye on this thread.
    Posted in: Minecraft Mods
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    posted a message on [1.9] Relaxing for 1.9
    This is really lovely, and I usually don't like packs with boring glass.

    And I liked the gold and iron blocks as they were, so I think I'll just keep the old version.



    See? I think that looks pretty cool, and makes very nice kitchen tile.
    Posted in: Resource Packs
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    posted a message on [64x][1.0] Ovo's Rustic Pack v1.7
    I discovered texturepacks in 1.7, and this is one of the two that I've redownloaded every time I update Minecraft versions. I love collecting texturepacks, just for the fun of having new and interesting things to look at, but I always come back to this one (and Steelfeathers' Enchanted).
    Posted in: Resource Packs
  • 0

    posted a message on American Based Minecraft Texture Pack
    Quote from steelfeathers

    Or a light-house-and-rock-beach Maine theme?


    Hey, I'd take that one in a heartbeat!
    Posted in: Resource Packs
  • 0

    posted a message on Can i take painting from one texture to another?
    Congrats. :smile.gif: I have been having a lot of fun grabbing my favorite art from various 64x and 128x packs and making a custom high-res kz.png file. The art from the (poor abandoned) ArabesqueHD pack is really nice too.
    Posted in: Modification Development
  • 0

    posted a message on [128/64][1.0] Crumpled Craft [WIP] ★V1.0 Download Now available!★
    Yeah, I can't see the pictures either. Pity.
    Posted in: Resource Packs
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