• 0

    posted a message on Forge universal crashes (1.4.2)
    than you must be doing something wrong, let me see the error from putting it in the main launcher, and ill help you
    Posted in: Mods Discussion
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from DeamonD213

    Yes I think it would be cool if you have to find differed buildings (not only under ground) and need different aspects to go in and find unique aspects. And you need that aspects to research new items that you can use to enter other dungeons enz. Not only throwing items in but exploring to get further


    Yea that sounds like a really cool idea, would be very interesting aspect to to the game. Some kinda of aspect key, or maybe some time of guardian or something that can be turned off by an aspect.
    Posted in: WIP Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from ezekielelin

    Ok guys heres the dealio:

    If we dnt have redpower by the time FTB is released, i would not expect it for 1.4.2, because by that point 1.4.4 willbe a few days away, and an update would be trivial. Seeingas it took ~3 months for 1.2 > 1.4, a minor update like 1.4.4 should not take long, with extremely minimal bugs to fix.

    Now everyone, no need to complain, it wont help. Use Mystcraft if you want, or just wait. Woudn't it suck if your world corrupted? Just think about that, and move on with your life, no need to spend hours arguing over how buggy it is.



    I assume we shuold have an update within ten days, unless 1.4.4 proves to be a nuisance.


    Yep, the mappings are going to change, but really it should only take a max of a hour to update to 1.4.4
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Quote from DoomlordKarthus

    I'm really saddened by the fact that there is no Modloader support for Zombie Awareness.
    Forge installed fine for me but Zombie Awareness didn't work and I couldn't use MCPatcher for a texture pack.
    Also, the link to the Zombie Awareness mod on the front page doesn't actually properly link to your site, it just links to this thread's front page.


    The reason behind the change to to forge, forge has alot more for it. Fuctions and hooks and the infinite sprite sheet. Its kinda hard not to transfer over to to forge. All you do is put the files into the mod folder, texter pack where texture packs go and sounds were sounds go. Just like installing another mod. They do not go inside the jar
    Posted in: Minecraft Mods
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    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    Quote from Tanner_94

    my problem is it says that there are no mods in portalgun zipped folder


    You dont unzip the zip folder,just place into your mods. If thier is nothing in thier redownload it, and try it.

    Quote from Jared20098

    Well, how do I change the Portal Guns Config file?


    You change it by opening in a text editor like wordpad or notepad or something like that. You can change the info in thier, boom you changed it :D
    Posted in: Minecraft Mods
  • 0

    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Quote from Modreviewer

    please help :<

    - Minecraft Version: 1.4.2
    - Operating System: Mac OS X (x86_64) version 10.6.8
    - Java Version: 1.6.0_37, Apple Inc.
    - Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
    - Memory: 480647864 bytes (458 MB) / 534708224 bytes (509 MB) up to 1069416448 bytes (1019 MB)
    - JVM Flags: 2 total; -Xms512m -Xmx1024m
    - AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    - FML: MCP v7.19 FML v4.2.6.422 Minecraft Forge 6.0.1.341 Optifine OptiFine_1.4.2_HD_U_A7 10 mods loaded, 10 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    mod_AnimalBikes [mod_AnimalBikes] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
    mod_ReiMinimap [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
    mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
    Kirwiis DSMod [DeathScythe mod] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
    AIBlock [AIBlock] (Weather 1.22 for MC 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ExtendedRenderer [Extended Renderer] (Weather 1.22 for MC 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
    WeatherMod [Weather and Tornadoes] (Weather 1.22 for MC 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Errored
    - LWJGL: 2.4.2
    - OpenGL: NVIDIA GeForce 8600M GT OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
    - Is Modded: Definitely; 'forge,fml'
    - Type: Client
    - Texture Pack: Default
    - Profiler Position: N/A (disabled)
    - Vec3 Pool Size: ~ERROR~ NullPointerException: null

    java.lang.IndexOutOfBoundsException: bitIndex < 0: -1
    at java.util.BitSet.clear(BitSet.java:358)
    at cpw.mods.fml.client.SpriteHelper.getFreeSlot(SpriteHelper.java:129)
    at cpw.mods.fml.client.SpriteHelper.getUniqueSpriteIndex(SpriteHelper.java:105)
    at cpw.mods.fml.client.registry.RenderingRegistry.addTextureOverride(RenderingRegistry.java:98)
    at ModLoader.addOverride(ModLoader.java:192)
    at weather.ClientProxy.registerRenderInformation(ClientProxy.java:171)
    at weather.WeatherMod.load(WeatherMod.java:712)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:196)
    at net.minecraft.client.Minecraft.a(Minecraft.java:465)
    at net.minecraft.client.Minecraft.run(Minecraft.java:752)
    at java.lang.Thread.run(Thread.java:680)
    --- END ERROR REPORT 5b301d3b ----------


    You need a very specific version of forge, try build 338, i think that could be causing a the issue
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    Quote from DarkAssassin84

    This is what it says


    Caused by: java.lang.NullPointerException
    at org.objectweb.asm.ClassReader.<init>(Unknown Source)
    at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:163)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:119)
    ... 31 more
    --- END ERROR REPORT cf474c46 ----------


    The WHOLE error report, the game does not just paste this small bit, but try to reinstall, without any mods, it could be a conflicting issue with mods.

    Quote from Tanner_94

    i have turned off all mods but portalgun and i still get the same thing in my log, *** MagicMinecraftLauncher 1.0.0 ***
    Disable inactive mods
    2012-11-07 21:58:09 [INFO] [ForgeModLoader] Forge Mod Loader version 4.2.6.422 for Minecraft 1.4.2 loading
    2012-11-07 21:58:22 [INFO] [STDOUT] 27 achievements
    2012-11-07 21:58:23 [INFO] [STDOUT] 208 recipes
    2012-11-07 21:58:23 [INFO] [STDOUT] Setting user: Tanner_94, 27236066
    2012-11-07 21:58:23 [INFO] [STDERR] Client asked for parameter: server
    2012-11-07 21:58:24 [INFO] [STDOUT] LWJGL Version: 2.4.2
    2012-11-07 21:58:30 [INFO] [ForgeModLoader] Attempting early MinecraftForge initialization
    2012-11-07 21:58:30 [INFO] [STDOUT] MinecraftForge v6.0.1.341 Initialized
    2012-11-07 21:58:30 [INFO] [ForgeModLoader] MinecraftForge v6.0.1.341 Initialized
    2012-11-07 21:58:30 [INFO] [ForgeModLoader] Completed early MinecraftForge initialization
    2012-11-07 21:58:31 [INFO] [ForgeModLoader] Searching C:\Users\~~\AppData\Roaming\.minecraft\mods for mods
    2012-11-07 21:58:33 [INFO] [ForgeModLoader] Attempting to reparse the mod container portalgun1.2.5v3_server.zip
    2012-11-07 21:58:34 [INFO] [ForgeModLoader] Forge Mod Loader has identified 3 mods to load
    2012-11-07 21:58:34 [INFO] [ForgeModLoader] FML has found a non-mod file portalgun1.2.5v3_server.zip in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible.
    2012-11-07 21:58:35 [INFO] [ForgeModLoader] Configured a dormant chunk cache size of 0
    2012-11-07 21:58:37 [INFO] [STDOUT] Starting up SoundSystem...
    2012-11-07 21:58:37 [INFO] [STDOUT] Initializing LWJGL OpenAL
    2012-11-07 21:58:37 [INFO] [STDOUT] (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
    2012-11-07 21:58:38 [INFO] [STDOUT] OpenAL initialized.
    2012-11-07 21:58:41 [INFO] [ForgeModLoader] Forge Mod Loader has successfully loaded 3 mods

    i have no portal gun. do you know when they will be done rewriting the new mod? and can you pm me when they do?


    What is your issue? Also ichun is completly rewriting the mod from scratch, to help people out with lag and such with portals
    Posted in: Minecraft Mods
  • 0

    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from Mr_waffle1

    I have noticed a Bug in equivalent exchange, not sure if in 3, or whatevs. But there is a duplication glitch involiving RM furnaces, in which if you put an item, (stackable, not emc value required) into your bottom right slot of your inventory (not hotbar), then you shift+left click it, it will jump again into your inventory, and be duplicated. Works in SMP,SSP.


    That is a ee2 bug, pahimar stated he is not going to work any more on ee2 or thier bugs, unless its gamebreaking. Which their is none
    Quote from 1337Marth

    You should add a magical wand that works like the mining laser in IC2. And I know most people will think this is a bad idea, but only your opinion matters.
    PS. If there is already a magical wand, then just ignore this post.


    But how would it work, it would be kinda pointless. It would have to be a range or something, something that people would want to get it, if its just one block, most people would just a pick
    Posted in: Minecraft Mods
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    posted a message on [32x32] [1.4.7] The End is Extremely Nigh/Vanilla! [Over 250,000 Downloads!][Featured on Curse!] NEWLY UPDATED FOR 1.4.7!
    This is a nice texture pack, i might consider using this when i play :P
    Posted in: Resource Packs
  • 0

    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    Quote from DarkAssassin84

    iChun, you the man, but i got a problem, when i install portalgun mod my minecraft crashes and says this

    java.lang.NullPointerException

    what do i do man?


    Well we need a error report to see the issue, just saying you got a null pointer doesnt help us much
    Posted in: Minecraft Mods
  • 0

    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Quote from Mixmaster1190

    Every map takes me to a flat world with "Level Build in Progress: 2147483647%"
    Am I doing something wrong?

    Also you can shoot any gun really fast if you keep clicking :P




    Yep me and corosus, were playin a little. The verison we were on has some issues fixed including the shotgun, Shot way to fast was way op. Not sure if that build is public yet soo

    Edit: you are not doing anything wrong, its just the spawning code is a buggy, we had issues with that alot.
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Steelfeathers

    Nope, no functionality mods, just the mods needed to make XL and mo creatures work. I'm using XL 3.3.0, mo creatures 1.4.2, Forge -1.4.9 (the latest one), custom spawner 1.7.1, and the latest gui api. I just reinstalled the latest of everything yesterday, so nothing should have been changed yet. Just so you know, the leaves will stay nice and pretty so long as you don't touch anything near them-- I only get decay if I break a block/place a block near the tree.


    Also, as promised, I'm working on XL support for my Dandelion texture pack. Probably not the pack that everyone wants mod support for, but that's what I'm using at the moment, so :P








    Wow that is looking really good. I dont really use alot of textures packs, but really they do look really good. I like the trees the most, they just compliment everything really well
    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    The white blocks i believe come from a bad install, maybe try to reinstall the mod, that has happened to me before while playing
    Posted in: Minecraft Mods
  • 0

    posted a message on [ADV] Minerim - Thieves Guild Rises
    Yes, looking really, nice. I have been starting to look at these map forums, and i am really like what i am seeing. Again looking really good, and cant wait to try it in the near future. Suggestion: maybe go on and expand to more parts of the skyrim universe, would be really cool. Btw i love the ways your buildings look :)
    Posted in: Maps
  • 0

    posted a message on Sky realm [Floating Island Survival Map] OVER 20,000 DOWNLOADS!
    Looking really good, really liking the boss room, havent seen many maps go the way. I might try it the future when i get the time, looking good :D
    Posted in: Maps
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