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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    I just finished retexturing Mekanism in the vonDoomCraft resource pack style!

    Minecraft v1.7.x
    vonDoomCraft Get it: http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2292431
    Mekanism v7.1.2.185 Get it: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1284681

    Resolution: 128x and 64x

    Download 128x: http://www.mediafire.com/download/c03ki6510dxkyt3/vonDoomCraft_Mekanism_v7.1.2.185_128x.zip
    Download 64x: http://www.mediafire.com/download/34zvyg5ceb0fyeb/vonDoomCraft_Mekanism_v7.1.2.185_64x.zip


    Images:

    Armors

    Balloons

    Bin, Dynamic Tank, Salination Plant, Teleporter

    Salt, Cardboard Box, Energy Cubes, Factories

    Ores

    Plastic




    Glow Panels

    Electric Chest, Robit, Logistical Sorter, Generators

    Solar Generator and Wind Turbine

    Machines



    Pipes

    Items





    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from StSerge»
    Unfortunatelly, I didn't make a screenshoot.
    I play with biomes o'plenty. I assume it might change id biome to let villager spawns there.


    Quote from felinoel»

    Biome ids and dimenion ids are different... I don't think BoP changes the dimension id of the Nether...

    Biomes O'Plenty does not change the Dimension ID. But I do have a question. Was it a village you found in the Nether or just some villagers sleeping there? It is possible that some villagers pathing walked them through a Nether portal and they got stuck there. And even though it doesn't seem like it, the Nether does in fact have a day/night cycle.
    Posted in: Minecraft Mods
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    posted a message on Chisel 3 [The Dev Releases]
    Quote from gwynraven»
    I'm using the 1.7.10 version and all of the worldgen blocks -- marble, granite, etc. have no textures. It's just clear like glass which can be very disorienting when I go cave delving. What am I doing wrong?

    Are you using an old version of Optifine with a newer version of Forge? Your description is exactly the same as a bug that existed when using a too old version of Optifine with too new a version of Forge.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    My town's project is a Market, and it has all the resources but it says there's "not enough space". What does this mean, and is there anyway I can fix this?

    It means the town has reached it's max radius and can't fit any more buildings in.

    You can try taking down hills and filling in valleys to a uniform level and removing lakes and rivers.

    The other thing you can do is go into the config file and increase the village radius. However, this has the potential to increase lag the large you make it.
    Posted in: Minecraft Mods
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    posted a message on Inventory Tweaks 1.61 (Jul 11)
    Quote from Omega212»
    How do I get this mod to work with other containers from other mods? Sorry if this is covered somewhere but I can't figure it out. I'm specifically trying to get this to work with copygirl's Better Storage Mod. Thanks in advance! :D

    Unfortunately, you don't. Copygirl intentionally turned off compatibility with Inventory Tweaks because it was causing crashes when they were used together. Until either Inventory Tweaks or Better Storage can figure out what's going on and work around it you're out of luck.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Oblisgr»

    Ok i managed to make this work. There was worng names etc. I managed to get the correct names and how the itemlist.txt is loading ok. The items are added in villager's inventory. They only problem i get now is that the villager will not equip the armor i give him. If i kill him the item drops properly. Do I need any special tag so he will equip it? I give a short part from my villager's txt.

    It equips the vanilla armor properly though.

    toolneededclass=armour
    toolneededclass=meleeweapons

    baseAttackStrength=25
    experiencegiven=25

    startingInv=wowcraftpolearm,1
    startingInv=wowcraftarmor,1

    defaultweapon=wowcraftpolearm



    It's possible that mod equipment just isn't supported. I don't actually know the answer to that one; I've never tried equipping the NPCs with mod equipment.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Oblisgr»

    I put millenaire load last (the zip not the folders) but i got nothing.
    I tried Chest01 and item.Chest01 but nothing.
    I tried even an item from a other mod but still nothing.

    Blocklist.txt does not contain any item at all, only blocks.

    Have you managed to add an item from an other mod to millenaire? If yes can you tell me from what mod to make a try?
    Is there any way to check item's name ID (not the number but the name?) by any way?

    I did successfully add items from other mods back in 1.6.4, and it worked great. I have not tried in 1.7.10.

    I know that NEI can give you a dump of all registered items and blocks. And I think there was another mod that could do it too. Maybe one of bspkrs mods or Inventory Tweaks?
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from felinoel»

    What is the way it should be done? New 1.8/1.9 vanilla MC has a feature that lets people model items and blocks in game so my Inuits should be able to be done by me instead of me trying to find a modder for years to add it for me so I need to know soon.

    I don't know where you got your info, but in 1.8.x there is absolutely no in-game way of creating custom blocks and items. I have not really been listening much about 1.9 so I don't really know if it's in there, but I highly doubt it.
    Quote from Oblisgr»



    yes that was wrong and i tried this too according the way the millenaire adds its items.
    wowcraftchest;wowcraft:item.Chest01;0;mychest

    my mod's name is certainly wowcraft
    my item's name is Chest01

    ....
    "modid": "wowcraft",
    "name": "WoWcRAFT",


    ....
    No i think is something like this but still not working

    That line looks right now for adding to the itemlist.txt file. It's possible you also have to add it to the blocklist.txt file. I would also note that you may have force Forge to load Millenaire after wowcraft so that the blocks and items are registered by wowcraft and available to Milleniare when it loads. You can usually do this by simply renaming the .zip or .jar file of the mod to make one come alphabetically after the other.

    Other than that, I have no idea.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Oblisgr»
    I cannot make it work. Can anyone help?

    This is the error i get:
    6.0.0 25-02-2015 00:40:41 ERROR: null: Tried to create good from block with no item: wowcraftchest001;minecraft:item.Chest01;0;item.Chest01.name



    This is the line I add in itemlist:
    wowcraftchest001;minecraft:item.Chest01;0;item.Chest01.name

    This is the name of my item (acording the en_US.lang) in my mod:
    item.Chest01.name=Chest

    This is the path in my mod for the texture:
    WoWcRAFT.zip
    assets/minecraft/textures/items/models/0blisgr_Chest01_layer1.png


    This is the path in my mod for the lang.us:
    assets/WoWcRAFT/lang/en_US.lang

    This is the path where the class files are:
    net/minecraft/src/...


    What is the name of the mod that you are trying to add items/blocks from? Also a link to it's web page might help.

    I can almost guarantee that the mod item is not registered as minecraft:item.Chest01. And if it is, shame on the mod author for registering something as vanilla Minecraft. That's not the way it should be done.
    Posted in: Minecraft Mods
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    posted a message on Gravestone mod
    Quote from NightKosh»
    It based on how this shovel made in this mod. Some shovels can be used, and some of them not. Unfortunately there aren't any universal way to know what type of item you used...

    Sounds like an idea for a new Forge tool dictionary.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from CaerMaster»

    As far as anyone has been able to determine, there is no such thing as an overstabilized infusion matrix. I have a 13x13 array of mixed crystal clusters below mine, a ring of 12 candles around it, 12 more candles and 12 more crystal clusters (2 of each primal type) on a ring of silverwood logs floating in mid-air above it, and 8 skeleton skulls placed for sheer aesthetics (4 of them floating in mid-air just above the matrix). I do not see anything that could be presumed to be an indication of overstabilization.


    Side note: I still wish it was possible to craft a candle and a skeleton skull together to make a skull-O-lantern that still acted as a stabilizer. Better yet, if the skull's eyes glowed different colors depending what color candle you used...

    You should check out this mod: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1288082

    They have skulls with candle on them which may or may not count for stabilization.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from wbouhuys14»

    Multi-core processing is on, but in my video settings it says the Advanced OpenGL is off.

    Older versions of Optifine have an incompatibility with newer versions of Forge.

    For versions of Forge greater than about 1220 use Optifine B4 or higher.
    Posted in: Minecraft Mods
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    posted a message on VonDoomCraft - Survival Horror Comic Theme Pack
    Hey guys, I made snowflake and moon phase replacements. Links in spoiler. I never quite liked the VDC snow, so I made some HD snowflakes of my own. Hope you don't mind me sharing here.
    *The Moon has stars over it during dark periods if you use a custom star field. Can't figure a way around it.

    Did you notice the alternate snow I did about a month ago? The link is in the OP. Mine is actually pretty similar to what you came up with.
    Posted in: Resource Packs
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    posted a message on VonDoomCraft - Survival Horror Comic Theme Pack
    Quote from TheWeekle»

    Yeah, it does work that way. I'm just so used to having it on, though not sure if it really matters in this texture pack aside from that glitch.

    Connected textures matter for glass, bookshelves, reeds, stone slabs, and giant mushrooms.

    I'll look into the 1.8 stone textures when I have some time; I'm guessing it has something to do with the random terrain properties.
    Posted in: Resource Packs
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from redjack24»
    I'm having a problem that i noticed was mentioned a few pages back, sakura logs not being visible and all.

    Log here.

    I think it has something to do with Tinkers Construct as some blocks from that mod are also invisible/showing the wrong icon in the inventory.

    I'd appreciate the help!


    Quote from dogman035»

    I believe this is a problem with optifine. At least, that's what the problem was for TiC...

    Yes, update your version of Optifine to B4 for 1.7.10 or higher. Older version have an incompatibility with newer version of Forge.
    Posted in: Minecraft Mods
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