• 0

    posted a message on Tinkers' Construct 2
    Quote from Dreadp1r4te»


    I dunno if this is a good thing. I never used the ore berries, although I plan to in my current world, and since Thermal Expansion adds the same ores to Overworld gen, removing the TCon ores in the Overworld is actually a good thing as it lowers ore density, which can get overwhelming with several mods that generate the same stuff. However, for 1.8-1.9 worlds, since Thermal Expansion isn't updated to it, this will likely make these resources very hard to find. Also, what about Aluminum? It's only really necessary for Aluminum Brass to make casts in my opinion, but I can see it having great potential in 1.9 versions as having a lightweight modifier with a reasonable amount of durability, making it a fast-swinging material ideal for weapons, but not so great for tools as it would have a low mining level. Other than that, are we going to have to use gold for casts? I may do that anyway as my last world I ended up with something like a barrel and a half full of gold.



    Yeah. I used gold for all of my casts, doesn't really take too much honestly.

    Just as with any other MC game I still end up having way, wayyyy too much iron by the end of the day. Seriously I'm drowning in iron, stacks of the stuff.

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2

    I'm not getting any orebushes or aluminum, copper, tin, etc. Were they removed for some reason? I am still getting the floating slime islands.


    Also, no books? It's been extremely confusing and difficult to learn how to use the mod.


    I wouldn't mind some of this stuff if there were more documentation for the mod or it was easier to figure it out for yourself. We're being left in the dark about basically everything...

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I'm getting a crash on startup with Forge 1.8-11.14.3.1450



    EDIT: It seems to work with Forge 1.8-11.14.3.1543



    ---- Minecraft Crash Report ----

    WARNING: coremods are present:
    ThaumcraftLoader (Thaumcraft-1.8-5.0.0.jar)
    Contact their authors BEFORE contacting forge

    // Who set us up the TNT?

    Time: 10/30/15 8:28 AM
    Description: There was a severe problem during mod loading that has caused the game to fail

    net.minecraftforge.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraftforge.fluids.Fluid.<init>(Ljava/lang/String;Lnet/minecraft/util/ResourceLocation;Lnet/minecraft/util/ResourceLocation;)V
    at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:163)
    at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:553)
    at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:248)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:412)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
    at net.minecraft.client.main.Main.main(SourceFile:120)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.NoSuchMethodError: net.minecraftforge.fluids.Fluid.<init>(Ljava/lang/String;Lnet/minecraft/util/ResourceLocation;Lnet/minecraft/util/ResourceLocation;)V
    at thaumcraft.common.config.ConfigBlocks$FluidFluxGoo.<init>(ConfigBlocks.java:480)
    at thaumcraft.common.config.ConfigBlocks$FluidFluxGoo.<clinit>(ConfigBlocks.java:476)
    at thaumcraft.common.config.ConfigBlocks.initializeBlocks(ConfigBlocks.java:284)
    at thaumcraft.common.config.ConfigBlocks.init(ConfigBlocks.java:159)
    at thaumcraft.common.Thaumcraft.preInit(Thaumcraft.java:164)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:537)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
    at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
    at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:550)
    ... 10 more


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

    -- System Details --
    Details:
    Minecraft Version: 1.8
    Operating System: Windows 7 (x86) version 6.1
    Java Version: 1.8.0_60, Oracle Corporation
    Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
    Memory: 100624240 bytes (95 MB) / 276086784 bytes (263 MB) up to 523501568 bytes (499 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.10 FML v8.0.99.99 Minecraft Forge 11.14.3.1450 5 mods loaded, 5 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UCH FML{8.0.99.99} [Forge Mod Loader] (forge-1.8-11.14.3.1450.jar)
    UCH Forge{11.14.3.1450} [Minecraft Forge] (forge-1.8-11.14.3.1450.jar)
    UCH Baubles{1.1.1.0} [Baubles] (Baubles-1.8-1.1.1.0.jar)
    UCE Thaumcraft{5.0.0} [Thaumcraft] (Thaumcraft-1.8-5.0.0.jar)
    Loaded coremods (and transformers):
    ThaumcraftLoader (Thaumcraft-1.8-5.0.0.jar)

    GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 355.60' Renderer: 'GeForce GTX 780 Ti/PCIe/SSE2'


    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2
    Quote from Nikipata»

    The creative mode item listing. Maybe go to creative and look for yourself at the tools that ate available.


    Well the thing is I didn't have the mod installed when I was typing that. Now that I have, the post doesn't seem to do a good job explaining any of the mods capabilities that aren't it's old capabilities from versions long since passed, not showing any of the cool new things it does


    Mod's topics have been doing that recently. They just proclaim the mod's name and a few other things, and don't do next to anything to actually explain what the mod is and what it does.

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2

    Ah, great!


    The screenshots sure havent' been updated in a while then >.<


    EDIT: What item listing? I can't find any

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2

    Will there ever be things like muskets, bows, and other projectile weaponry? Maybe on the extreme side more modern guns? Or if I wanted to do that would I have to learn how to mod myself and do some kind of mod of this mod?


    From what I see there aren't even bows D:.

    Posted in: Minecraft Mods
  • 0

    posted a message on Good mods/techniques for copy-pasting things.

    Thanks, I'll be trying out both of them and seeing if this new MCedit plays well with mods

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Good mods/techniques for copy-pasting things.
    So, I've just returned from quite a long hiatus of not-MC, and have two questions now that i'm back at attempting redstone.
    What's the easiest way to copy-paste things from one area to another?. In-game and easily, of course. If I actually want to get my new project done in any kind of time I need to quickly and easily copy circuitry all over the place.
    Also, what's a good replacement for Redpower, since it seems to be dead. RIP Redpower.

    I thank you all for your answers with 20 bits of memory
    20 bits of memory
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Block Physics Mod?
    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1283267-blockphysics-mod



    There you go, but unfortunately it has been abandoned recently, if you want to go back to 1.6.2 that'd work.



    It's the best block-physics mod i've ever seen


    For 1.7.x-1.8, good luck finding something
    Posted in: Mods Discussion
  • 0

    posted a message on Little Blocks Mod [2.2.2.1] Creation contest! [770KDLs]
    Oh. How long should I wait for a 1.7.10 or 1.8 version?
    Posted in: Minecraft Mods
  • 0

    posted a message on Falling Meteors Mod [v2.14.3]
    Congratz on keeping this mod alive for so long AlexDGr8r! Most small non-famous mods don't last nearly this long :D

    The Falling Meteors mod has always been one of my favorites, besides the Blockphysics mod which was abandoned
    Posted in: Minecraft Mods
  • 0

    posted a message on Where to /properly/ learn how to use the command blocks and the command system?
    Quote from Adam_Bomb»
    Minercraft Commands are NOT their own programming language. I used to think that as well but the more I learned the more I realized that they were more like a daughter to the games Java code. There are extreme limitations to what you can do and it's not like your actually changing any vanilla code. You are more like executing whats already there just not normally seen. All the complex commands use NBT Tags which are tags every executable thing in the game has to give them properties/ definition for the dynamic world of minecraft. With command(s) (blocks) you simply just change those properties.

    The best way to learn is to have a need to use those properties for a specific reason. Make yourself a project/build that you want to do something specific and then when you get stuck look up how to do it. YOU WILL NOT ALWAYS FIND A SOLUTION. If you get stuck it's because of a couple reasons: (1) It just is not possible yet, (2) You are going about it the wrong, (3) You are doing it right but your commands are all wrong. If it's (1) then wait for some future updates, chances are you aren't the only one with the issue. if (2) then stop thinking about the solution and rethink the problem, perhaps there is another way to solve it . If (3) Your ignorance of commands is stopping you from proceeding and you can't seem to find any cheats online, if this happens try to solve a different problem with the same solution. By doing this you will likely narrow down where you are making your mistake. If the problem persists you can always ask the forum.

    GOOGLE IS YOUR FRIEND: Developers like you love to share our problems with the world but we also love to solve the problems of the world even more. So it is OK to copy someone else's commands to do the thing you want, It isn't about learning all the commands but about completing the project. Don't let your ignorance limit you to what you can do. Think big so you can run into as many problems as you can. The more you run into, the more you can learn.

    Warning: I did a bit of heavy editing on this post, you may accidently reply to a wrong version

    /testforblock can be used as an if then else statement, which is basically the core of every scripting/programming language ever.


    Also, I've been wondering if it's possible to do anything like Bukkit or Craftbukkit-style plugins via command blocks, though the more I looked into this the more impossible it seemed. /tellraw could be used, but, still, on-the-go building entire new commands is impossible, though a /tellraw menu is possible it'd be lost in chat. I could have it spam, being a small message that can be clicked to expand into a larger..... BRB.

    Any tips for /scoreboard?, I'm going to be looking into it and if what i'm seeing is right it can store any variable you want and then you can use that variable for whatever you want? Like a true/false variable you can set to true when something is done, guaranteeing that it can't be done again (E.G. A item-giver that only gives one sword, then not letting them take infinate swords and not just one. Course I could do this with /testforblock but just saying).

    I've also been able to use /fill as a makeshift worldedit, of course I had to edit and put in different coordinates manually every time.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Where to /properly/ learn how to use the command blocks and the command system?
    I've learned a bit from what I can scrape up through wiki posts, but I'm interested in where you would properly learn how to use Command blocks and advanced commands, which from what I'm seeing are basically turning into a programming language. Especually a bunch of the new stuff, seeing what some of you guys are doing in this forum I realise i'm not really getting all of what I need from the wiki pages.



    Stuff i've used to learn so far:

    http://minecraft.gamepedia.com/Commands

    http://minecraft.gamepedia.com/Tutorials/Command_NBT_Tags

    http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571585-1-7-using-summon-give-datatags-in-map-making?page=169
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Command block always teleports someone else?
    I have two command blocks, one to set the gamemode and one to teleport the player once they press on the pressure plate. Even when the teleport command block is delayed with a repeater, it still seems to teleport someone else instead of the player on the pressure plate. No other player is closer to the command blocks and both of them use @p

    EDIT: repaired with much longer delay (repeater to max+another repeater set halfway) lag was probably causing this
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Command block error?
    Quote from theVoid1313»
    @p and [] are always in the same value, no spaces in between, like this:

    /tp @p[r=20] 21 63 254

    Thank you very much sir
    Posted in: Redstone Discussion and Mechanisms
  • To post a comment, please .