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Apr 4, 2012amtension posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!Posted in: Minecraft ModsQuote from freakstritch
Some other mod must be conflicting, but you did edit the jar if you installed the required pre-requisites...
I added Mummies to Battle Towers, but I don't know if Atomic Stryker kept them in when he updated.
I did say that the only jar editing I did was APIs. The thing is I unpacked them all into one folder before moving them into the jar. There were no files being overwritten!
Edit: Well I mean overwitten by APIs not used by the mod. being adl.class is in modloader, modloader mp, and forge, but no matter whether i install mp or forge last it doesn't work. The only other API is a req for battlegear, which apparently other people are able to install alongside this mod.
Apr 1, 2012amtension posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!Posted in: Minecraft ModsQuote from freakstritch
Hmmm... someone else had this error if I remember correctly. If it happens at startup, I wonder why everyone doesn't have it. If you only run MoreCreeps this still happens at startup? Maybe something changed in Modloader's function calls..
The only mods I had installed other than APIs didn't edit the jar and I tried running it again after removing the mods and it wouldn't run. I also have the Player API, but that's a req. for battlegear, which other people (apparently) are able to use in conjunction with this mod. My game runs fine without this mod and with all of my other mods installed. I hope it's a simple fix, my first thought when I saw battlegear was how much fun this mod would be...battle towers is cool and all, but the same 4 mobs gets boring.
Apr 1, 2012amtension posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!this error on startup:Posted in: Minecraft Mods
Mods loaded: 6 ModLoader 1.2.4 mod_MinecraftForge 126.96.36.199 mod_ModLoaderMp 1.2.4v1 mod_MineAndBlade Battlegear - 0.1.5.2 [1.2.4] mod_AS_BattleTowers 1.2.4 mod_Millenaire 2.5 Minecraft has crashed! ---------------------- Minecraft has stopped running because it encountered a problem. --- BEGIN ERROR REPORT a62f240e -------- Generated 4/1/12 5:34 PM Minecraft: Minecraft 1.2.4 OS: Windows 7 (amd64) version 6.1 Java: 1.6.0_24, Sun Microsystems Inc. VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc. LWJGL: 2.4.2 OpenGL: GeForce GTX 560 Ti/PCI/SSE2 version 4.1.0, NVIDIA Corporation java.lang.VerifyError: (class: mod_MoreCreepsAndWeirdos, method: TakenFromCrafting signature: (Lxb;Lyq;Lic;)V) Incompatible argument to function at java.lang.Class.getDeclaredFields0(Native Method) at java.lang.Class.privateGetDeclaredFields(Unknown Source) at java.lang.Class.getDeclaredFields(Unknown Source) at ModLoader.setupProperties(ModLoader.java:1747) at ModLoader.addMod(ModLoader.java:293) at ModLoader.readFromModFolder(ModLoader.java:1276) at ModLoader.init(ModLoader.java:887) at ModLoader.addAllRenderers(ModLoader.java:189) at ahu.<init>(ahu.java:79) at ahu.<clinit>(ahu.java:9) at net.minecraft.client.Minecraft.a(Minecraft.java:395) at net.minecraft.client.Minecraft.run(Minecraft.java:732) at java.lang.Thread.run(Unknown Source) --- END ERROR REPORT 1f61c242 ----------
doesn't seem to be an incmopatability problem, the other mods I have (other than APIs) don't edit the minecraft.jar. I remembered to install audiomod. I emptied my mods folder except for the mod and still get the error (afterwards).
Mar 26, 2012Posted in: Minecraft ModsQuote from ExpHP
It's unfortunate that most forum members seem to be too derp to figure out how to use Magic Launcher. Compared to MC Patcher and its arcane patching process, I can't recommend Optifine and ML enough.
arcane would probly be a lot more like magic launcher, lol...I don't normally correct spelling/misused words but this one worked out too well not to point out.
Quote from Protoz
I'd like to say this mod made the game much better, unlike the other mods, the authenticity it adds fits well into the game. Unlike some other mods that add unrealistic and overpowered items such as jetpacks, lasers, batteries(industrialcraft) shovels that dig 20x20 areas, solar harvesters (equivalent exchange); none of that has place in survival SP or MP. The only question i have is why isn't this mod's creations built in vanilla?
at least industrialcraft can be fun...I don't mind unrealistic, even if it doesn't flow well with vanilla minecraft, but equivalent exchange is a just a dumb concept. I like having "late game" items, sure, but honestly, it'd be a better mod if they took out everything except for the rings. Otherwise you might as well be playing an mmo, there's nothing to it more than just getting assloads of items to make items that get you more asslaods of items. At least with BC, IC, BTW, etc., there's something more to it than that (getting assloads of items to make epic factories that get you more items!)
Mar 25, 2012and that occured to me right as i finished building what I originally said I just finished building the updated version and it's 8x9x2, much better thanksePosted in: Redstone Discussion and Mechanisms
edit: well actually 8x9x3 counting the pulse limiter I put on the output, but still
Mar 25, 2012I just realized as I was about to reply, that I can use a piston tape with 8 glass and 2 opaque blocks to get around the fact that you can only have even numbers of blocks -.- I just need to make it shift 2 blocks per input.Posted in: Redstone Discussion and Mechanisms
Mar 24, 2012tl;dr = I want a mechanism that counts 5 input pulses per output pulse that's smaller/has a smaller footprint/requires less materials than hooking up 4 RS NOR latches to a bunch of and gates.Posted in: Redstone Discussion and Mechanisms
I'm going to give a little background on what specifically i'm trying to do, in case there's an easier way to do this (I haven't used the mods I'm running in many many updates so there may be features I'm unaware of to do it more easily than with just pure vanilla redstone.)
I'm running Better then Buildcraft (Better than wolves + Buildcraft) and trying to make a system that will count gunpowder, and if 5 gunpowder have passed, then send sand to create tnt, otherwise pass sand forwards to create glass.
So what I want is a counter that outputs a pulse for every 5 pulses it recieves...being 5 is a prime number (and it isn't 2, at least last I checked) I couldn't figure out a way to simplify it beyond having 4 RS NOR latches hooked up to the input, and have the first be set on the first input, then the second be set when the input is on AND the first is set, following a similar fashion for the third and fourth, then have the entire system output and reset itself when there is an input while the fourth latch is set.
Is there an easier way to do this? Other, simpler counters can only count even numbers or multiples of existing counters (With the better than wolves turntables, 2 and 4 counters are extremely easy to make) but it gets kind of difficult when you're trying to do prime numbers other than 2, and by 5 it seems to get rather large...the design I have is 12x19x10, using somewhere in the realm of say 2 stacks redstone and 20 repeaters, and I'm doing this in survival mode, so I'd rather preserve any redstone I don't need. (I built this on a separate creative world, being you can just use buildcraft blueprints to save designs between worlds).
Mar 24, 2012Are sections of planks the same id with different data or are they separate blocks? because if it's the latter, it seems like all you'd need to do is add a line to make breakage by saw preserve data values and slightly alter the functions accessing the textures o.O maybe add a few nearly identical (and therefore mostly copy-pastable) recipes for re-combining them.Posted in: Minecraft Mods
however if it's the former I can see why it'd all be a pain in the ass.
and there is the possibility that he was just being sarcastic, as someone, said, lol. Personally I wouldn't mind too much if he didn't put them in...they look kinda shitty, though I guess texture packs could probably make them look nicer. I have always wanted mahogany furniture...
Mar 22, 2012Posted in: Minecraft ModsQuote from celestialphoenix
Villagers use a different breeding mechanic- they need houses to breed in.
More houses = more villagers, but if you get more than 15, the iron golems won't appreciate the mass slaughter.
Essentially build a bunch of houses; and fence some villagers in, or rig up some kind of water slide to carry them to you.
does babies can't jump work on testificate children too? (they ARE significantly larger than the other babies so i wasn't sure) and that could help you out, if you make specific testificates stuck in place and push the others around
also, just curious, does hemp still grow 2 blocks high? because mine haven't after a while, and I was wondering if i just haven't waited long enough or if they don't grow that high anymore. I haven't used this mod in a few months so I wasn't sure.
Mar 21, 2012Posted in: Minecraft ModsQuote from Stormweaver
So long as you apply optifine (I'd recommend the MT version, since smooth apparently gives visual errors) or the MCPatcher's HD texture fix -after- installing BTW and BTB, it should work fine.
I just installed the basic version, works fine. Just the AA version that was giving problems, which is disappointing but still happy to have my dokucraft back!
edit: and as I was about to start looking for dokucraft versions of BTW blocks, I noticed it was already included in the one I downloaded! awesome
Mar 20, 2012Just realized the incompatibility with HD texture mods X_X is this completely irreconcilable with them or is there one out there that will work and MCPatcher and Optifine just happen to both conflict?Posted in: Minecraft Mods
Or is it something going wrong on my end? I seperately tested both mods with this pack, and it would work fine without the HD, then when i'd add in the hd textures it wouldn't work, for both mods, so I'm assuming it was mod incompatibility and not something I did. The error I was getting on test was some method not found error, I can get the specific one if you like.
Mar 19, 2012ahh damn. I started a 1.2.3 BC world before finding this. I have to say, I agree with you on at least one point in that video you have where you explained why you dropped forge...BTW feels like an extension of minecraft. A lot of other mods I play with and my reaction is "oh this is pretty awesome" (basically the entire technic pack except equivalent exchange. If you want to play a mod that's nothing but "get loads of items so you can get items that get you more loads of items" then go play an MMORPG. But i digress.) with better than wolves my reaction is "this should be part of vanilla minecraft." it's not even a statement of better or worse, but this mod just feels like i'm playing vanilla minecraft a bunch of updates into the future. Great work, reallyPosted in: Minecraft Mods
Edit: Just updated now...this (or one of the required mods) conflicts with HD texture mods? (both mcpatcher and optifine created problems for me) well that sucks...are there any known HD texture mods that work or is that feature completely irreconcilable with BTBC?
Jan 15, 2012amtension posted a message on [1.5.1] [AC] The Legend of Zelda: The Shadow Gate | Back Under Construction! | Bukkit Serverfirst time playing through, glitched and my torch disappeared, then later, the symbol in the temple wouldnt activate :tongue.gif:Posted in: Maps
edit: after getting back to the symbol in the temple it still didn't activate...
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