• 0

    posted a message on Direwolf20's Modded Lets Play series
    Quote from Chris3606

    Once it is updated to 1.4.6, wit would be nice, however it would be hard for him to. Ars magica adds a number of things as world generation, and we all know how finicky it can be trying to install such mods after the world ahs already been generated.
    Though Mystcraft can help with this by allowing a new world-gen without restarting the game. Assuming Ars Magicka supports the extra dimensions.
    Posted in: Let's Plays
  • 0

    posted a message on Direwolf20's Modded Lets Play series
    Quote from Xtriial

    Hi DW20, could you please add Optifine to the modpack for season 5?

    Don't get your hopes up: Optifine author prohibits copying/redistribution. It might be possible to get a separate license, but if that was going to happen, it probably would have happened already.

    Regarding adding mini-map to the pack: Big thumbs up for this one.

    Folks having install problems: What directory/folder are you running FTB in your computer? Chance it could be Windows UAC giving you grief for attempting to write to C:\Program Files.
    Posted in: Let's Plays
  • 0

    posted a message on Redpower 1.4.2?
    Quote from nicon4454

    I would say that is definitely shady. as it has been stated on dw20's videos many times that she has not released it to the public yet. i wish that she would have released a working mod first then worked on adding new content. or at the very least pop in the forums and just give us a heads up as to what is going on instead of keeping us in the dark. a little bit of information comes out based on fact or fiction at this point who really knows and we all start guessing when it will be released

    there are so many things i want to build but they all need rp2


    Yeah, RP2 is the main mod that I'm waiting for before I fully abandon 1.2.5. Obviously elo has to make the release decisions, but from DW20's videos it seems like her code is ready for a public beta, if not a full release.

    Back on the main topic, any site that advertises download for a particular mod for a particular Minecraft release before the mod owner posts a release or at least a beta release on their own website is shady -- just because they are pushing you to download a mod that almost certainly won't work as advertised. There are a couple of sites that will consistently come up in Google as having mod releases that don't exist yet. At best they are just offering the normal version of the mod for a previous release, but are trying to drive download traffic to their site for ad revenue-regardless of whether the mod actually works on the requested version. At worst they could be offering infected or cracked versions that do things like steal your MC ID and PW. Personally, the only sites I trust for mod updates and information are here at minecraftforum, the minepedia Wiki and the websites of the mods themselves. Anything else is suspect.
    Posted in: Mods Discussion
  • 1

    posted a message on ENCHANTING PLUS
    Feature suggestion: A configurable option that you can't pick an enchantment until you have "learned" it randomly. So for example, you can't pick Silk Touch for a pick until you've gotten it at least once as a random enchant. this would give an element of "learning" the enchantments that is missing from both the vanilla system and the current mod.

    Also, even without knowing a rare enchant, you could increase your chances of getting it by picking a common enchant at level 1 even when you have a lot of spell levels available. Vanilla would probably give you efficiency III or IV if you have a lot of spell levels, but if you force Efficiency I, you would increase the # of levels available for other enchants.
    Posted in: Minecraft Mods
  • 0

    posted a message on ENCHANTING PLUS
    Quote from Twilight_Dreamz

    I cant download, could you please upload a mirror site. all I'm seeing is a blank page.


    Using Noscript?

    Derp. I wish the forum would give a better indication of what the last page of a thread is...thought I was near the end and the thread was just slow.
    Posted in: Minecraft Mods
  • 0

    posted a message on Redpower 1.4.2?
    As of right now the main mods out of the Forgecraft/FTB pack that are still missing their 1.4.x release are Redpower 2, Thaumcraft and EE 3. direwolf20's current SMP series on YouTube (season 3) gives some idea of what the devs of those mods are up to, but certainly doesn't discuss anything like release dates.
    Posted in: Mods Discussion
  • 0

    posted a message on FTB - The Mod Pack
    Released and brought the server down? 500 errror from feed-the-beast.com. Oh well, no hurry for me.
    Posted in: WIP Mods
  • 0

    posted a message on DON'T PANIC -- Regarding "Warning - visiting this web site may harm your computer!"
    Quote from IndigoAK

    No. AdBlock and NoScript don't really work this way. Well, NoScript might. AdBlock however just doesn't render the ads. As far as I know, the ads themselves and the scripts they run are still downloaded and cached to the disk by the browser itself.


    If you use NoScript correctly, it will only load .js scripts (and .pdfs, and video, and other stuff) from specific sites or domains you give permission to, so it will not run the .js served from the malicious site. If you are lazy and just do "temporarily allow all this page" or you select sites without paying attention to whether they make sense, you could end up enabling a malicious script. But it's all under your control. If a malware author is actually able to infect the ad company or Curse itself, then NoScript probably won't help. But in a case like this where the malware was being served from a 4th party, NoScript does the job.
    Posted in: Forum Discussion & Info
  • 0

    posted a message on DON'T PANIC -- Regarding "Warning - visiting this web site may harm your computer!"
    Thanks for the update. I was wondering what that was about.

    Love my NoScript!
    Posted in: Forum Discussion & Info
  • 0

    posted a message on [1.5.1]ID Resolver (Finally updated!)
    Quote from 0TT0

    have an problem..
    on windows i dont have this problem but on linux i have this:



    i hope you can see this: mobs an the player use the texture of the terrain..

    i updated lwjgl like this: http://www.minecraft...What_to_replace
    and i dont really know if the mod is the reason or not..

    i hope you can help me
    sorry for my bad english
    0TT0

    I've seen similar texture glitches on mobs. It seems to be related in my case to using Optifine MT version with large sets of mods/blocks/items (1.2.5). Switched to Optifine smooth version and problem disappeared. Usually when I would see a mob like this, my game would crash in OpenGL/Optifine shortly afterward. I suspect there's something that isn't thread-safe for graphics in the 4096 patch, or maybe it's in Optifine MT itself.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.1]ID Resolver (Finally updated!)
    Quote from ShaRose

    Little poll here: Who actually uses Mod Priorities, and should I bother keeping them around?

    Seeing as the next update (1.3) forge is going to be including some of the stuff ID Resolver does, mods that derp and don't like it when you reassign stuff are going to either fix or conflict with forge itself, which means the main reason for it being around is gone.

    Before leaving them out I thought I'd ask first, and of course if people really do want them I'll keep them in.


    Don't use it, but mostly because it never seemed to make much diff with the mods I use, and I couldn't figure out/find documentation whether is was loading high numbers or low numbers first. Since your later threads mention you'll leave it in at least for now, I'll just add that I think you should leave it in until the functionality is effectively replaced by forge or superseded by official mod API. It's the kind of thing that when it's needed, there's no other good way to do it.
    Posted in: Minecraft Mods
  • 0

    posted a message on MultiMC 5 [Windows / Linux / Mac]
    Quote from NoCashValue

    no that does not work. It installs the mods for you and keeps it all organized.


    I currently have an instance of MC Beta 1.1_02 that launches fine under MultiMC, so it'll handle at least back that far. No mods installed on that, and I can't comment on Alpha as I never saved my .jar files from that far back, though.

    I should note that MultiMC only automatically installs mods that are self-contained to load into either minecraft.jar or to the .minecraft/mods folder. It will not automatically load things like Better Dungeons or Millenaire where the zip file contains different pieces that go in different locations. You can partly automate those mods if you unpack the individual components for minecraft.jar, mods folder and resources folder and import those into your multiMC instance individually.

    MultMC is great at what it does. Apart from running multiple code versions of Minecraft, it also makes it easy to have a test instance for updating or adding mods before you load them with your live saves and risk corrupting your world.
    Quote from NOLANRYAN2001

    Instance started with command: C:\Program Files (x86)\Java\jre6\bin\java.exe -Xmx1024m -Xms512m -cp "C:\Users\Ryan\Downloads" MultiMCLauncher "C:\Users\Ryan\Downloads\instances\WOW\minecraft" "Offline" Offline
    Loading jars...
    Loading URL: file:/C:/Users/Ryan/Downloads/instances/WOW/minecraft/bin/minecraft.jar
    Loading URL: file:/C:/Users/Ryan/Downloads/instances/WOW/minecraft/bin/lwjgl.jar
    Loading URL: file:/C:/Users/Ryan/Downloads/instances/WOW/minecraft/bin/lwjgl_util.jar
    Loading URL: file:/C:/Users/Ryan/Downloads/instances/WOW/minecraft/bin/jinput.jar
    Loading natives...
    ClassNotFoundException, java.lang.ClassNotFoundException: net.minecraft.client.Minecraft
    Instance exited with code: 1
    Crash detected!
    . . .


    No idea what's causing it, but probably you should try doing the "Force Update" option from the login dialog box and start fresh.
    Posted in: Minecraft Tools
  • 0

    posted a message on [1.2.5] Equivalent Exchange 2 - v1.4.6.7
    Quote from FnordMan

    stick with one that works, don't upgrade just to have the latest and greatest. aka: the 4096 patch works with 131, stick with that until you have to upgrade.

    Unfortunately my prior Forge version is like 126, so I'll have to dig around a bit for 131. Right now I'm having issues with IDResolver trying to access a ModLoader field (ItemSpritesLeft) that doesn't exist (or is private) in the new Forge build, but that's not for this thread.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] Equivalent Exchange 2 - v1.4.6.7
    New forge version 3.3.7.135 is out. Do we need an update to the 4096 fix or EE to use it?
    Posted in: Minecraft Mods
  • 0

    posted a message on DrZhark's Mo' Creatures (mod suggestion thread)
    One suggestion for squirrel behavior: If you chop down the tree they are in and they fall to the ground, they run up on the player's head and beat them with an acorn, causing a point or 2 of damage at about 1/2 pt per 2 hits. Sound effect of a hollow wood block (musical instrument) on each hit. After they are done with the beat down, they run off to another tree and berate the player (in squirrel talk).
    Posted in: Mods Discussion
  • To post a comment, please or register a new account.