• 0

    posted a message on Magicraft
    I noticed that you just posted in the Equivalent Exchange thread asking for coders to help you. I'm pretty sure that's not okay, because it doesn't have anything to do with Equivalent Exchange and you're basically just advertising.

    You might want to stop doing that.

    Quote from The_Elemental385

    but only a few people will look at it even i have never been in the mod requests section


    Even you?

    You registered yesterday, man. It's not that surprising that you haven't visited a certain section.

    Also, whether you've visited there or not, that's the proper place for this thread. You have no textures and no code. This is not a mod by any stretch of the imagination. You're essentially requesting that others make the mod for you, and that's the exact purpose of the mod requests section.
    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on [1.5.2] Weeping Angels [V1.5.10 - 22, MAY,13] FORGE [SP/MP]
    This mod has become one of the few I almost always add to the game. It almost feels like part of the vanilla game to me. However, there is one minor issue that slightly dampens my enjoyment.

    Would it be possible to allow non-vanilla pickaxes to damage angels?

    I ask this because this mod is one of my favorites, but since I run it in conjunction with mods like Equivalent Exchange or Inficraft I wind up having to carry around multiple pickaxes with me. One for mining, and one for dealing with angels.

    I guess the ideal solution would be to make it so that any pickaxe which can harvest diamond or obsidian (depending on whether the difficulty is normal or hard) can also damage angels. Failing that, adding an option to the config file to allow non-vanilla pickaxes to affect angels would be nice.

    This isn't a huge problem, and if you'd rather focus on other things I understand. Thanks for reading my suggestion, anyway.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0] Better Enchanting 1.1
    I don't know for sure what's causing it, but I'm getting a crash whenever I put an item in the enchanting table. Minecraft immediately goes to the "Saving Chunks" screen, and then freezes up.

    Of course, I have a bunch of other mods installed, so it's quite possible there's some unanticipated conflict between this mod and one of them. However, none of them replaces either of the two class files that this mod replaces. The only ones that I think might mess with enchanting at all are InfiCraft, and perhaps Equivalent Exchange or Forge itself. I really have no idea, though.

    I seem to be the only one with this problem, so I don't expect Qizzok to rewrite the mod on my behalf or anything. Just hoping someone might have an idea about what's going wrong.

    Anyhow, here's my mod list:
    Modloader
    Audiomod
    Modloader MP
    Forge
    GuiAPI
    OptiFine
    ID Resolver
    CraftGuide
    Better Enchanting
    WizardCraft
    Weeping Angels
    Custom Mob Spawner
    Mo Creatures
    Equivalent Exchange
    InfiCraft
    Inventory Tweaks
    TooManyItems

    EDIT: I just uninstalled the mod by overwriting or deleting the .class files it put into minecraft.jar. Enchanting no longer crashes the game and now works as it's supposed to, so there's definitely a conflict happening somewhere. Might look into it more later.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8.1] Apple Box Mod - for Steve Jobs [R.I.P.] - Version 4 Pre-Release 1 updated
    Quote from Mitchfizz05
    But, I think to craft it with one dirt, I don't think Steve is made of one dirt.


    The sad truth is that in the end, all of us are made of one dirt.
    Posted in: Minecraft Mods
  • 0

    posted a message on [API] Minecraft Forge
    Quote from tylordddude123

    try OptiFine


    No. Do not try Optifine. It is currently incompatible with MC Forge. Not sure why you would recommend this.
    Posted in: Minecraft Mods
  • 0

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

    Than don't use Portal Spawners :smile.gif:


    I'm not sure why you're being snarky.

    People are experiencing a legitimate problem when using a major element of this mod (portal spawners) in conjunction with the Forge. While Forge does not completely break this mod, the fact that the game crashes every time the player closes a portal with Forge installed means that the mod does not "[work] fine with Forge" as you claimed. Telling people "don't use portal spawners :smile.gif:" is totally unhelpful.
    Posted in: Minecraft Mods
  • 0

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

    I am having the same issue here I thought it might be because of the wireless redstone so I used a lever same thing but it seems to be some issue with the spawner(I am not a programmer so I could be wrong also) its self when I come back in from a crash there is an invisible block there and when I destroy it I don’t get anything back.


    Oh yeah, I forgot to mention that. When the crash happens to me, after I reload I get a block that looks like half of a portal spawner, except it's placed sticking out into the air at a right angle to the wall, rather than on the wall itself. When I break it, it doesn't drop anything.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    Like a few other people recently, I got a "Saving Chunks" error. The error occurred when I used the "R" key to try to close a portal created by a portal spawner. The error does not seem to happen when closing portals created with a portal gun. I doubt it matters, but I activated the portal using the Wireless Redstone mod (Wireless remote to pulse wireless receiver). I also had a Buildcraft add-on teleport pipe nearby, which I only mention because I know they modify chunk loading in some way. Anyway, here's my error report.

    Mods loaded: 21
    ModLoader Beta 1.8.1
    mod_BuildCraftCore 2.2.0
    mod_BuildCraftBuilders 2.2.0
    mod_BuildCraftEnergy 2.2.0
    mod_BuildCraftFactory 2.2.0
    mod_BuildCraftTransport 2.2.0
    mod_EE 1.8.1
    mod_InfiToolHybrids [Forge] v0.4.8 Hammer Time!
    mod_InfiTools [Forge] v1.4.2 Mossy
    mod_PortalGun 1.8.1v1
    mod_TeleportPipe 1.0
    mod_IDResolver 1.8.1 - Update 0
    mod_PowerConfigurator 0.5
    mod_RecipeBook Beta 1.8
    mod_SpawnerGUI Beta 1.8
    mod_TooManyItems 1.8.1 2011-09-27
    mod_WirelessClocker 0.2
    mod_WirelessRedstone 1.4
    mod_WirelessRemote 0.4
    mod_WirelessSniffer 0.5
    mod_WirelessTriangulator 0.4

    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.

    If you wish to report this, please copy this entire text and email it to [email protected].
    Please include a description of what you did when the error occured.



    --- BEGIN ERROR REPORT 67640b2c --------
    Generated 10/4/11 3:19 PM

    Minecraft: Minecraft Beta 1.8.1
    OS: Windows XP (x86) version 5.1
    Java: 1.6.0_26, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: Intel Cantiga version 1.5.0 - Build 7.14.10.4957, Intel

    java.lang.NullPointerException
    at Portal_BlockPortalSpawner.b_(Portal_BlockPortalSpawner.java:187)
    at vy.a(Chunk.java:407)
    at rv.d(World.java:441)
    at rv.g(World.java:521)
    at mod_PortalGun.PortalGunTick(mod_PortalGun.java:904)
    at mod_PortalGun.OnTickInGame(mod_PortalGun.java:785)
    at BaseMod.OnTickInGame(BaseMod.java:80)
    at ModLoader.OnTick(ModLoader.java:1016)
    at EntityRendererProxy.b(EntityRendererProxy.java:16)
    at net.minecraft.client.Minecraft.run(SourceFile:689)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 40e6e38b ----------

    Thanks for any help anyone is able to give me.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.3][0.6B] TooManyItems Recipe Addon - Updated 9/16
    Quote from ModdingMonkey

    nice mod just found it

    sad thing i cant cycle through the recips or autocomplete them

    i get this "error" every tick i think while hovering over something in tmi

    ########## GL ERROR ##########
    @ Post render
    1280: Invalid enum

    i hope this helps you


    I think you posted about this in some other thread I was reading (possibly for some Forge-compatible mod), and thought this sounded like a great addition. Then I stupidly closed the thread you'd posted about it in, so I had to hunt around on the forums for maybe fifteen minutes to find this topic. Thanks for pointing me at it, though. My recipe book was getting ridiculously hard to navigate. It was approaching 500 pages of recipes! I don't actually even plan to use TMI to give myself items. Just to look up recipes.

    Zeldo, I would personally love to have this mod available in future versions of Minecraft. It really saves me a lot of trouble. I'm not one of those people who are so rude as to think I'm entitled to your work, but if I was I'd be yammering at you to update this mod for 1.8.1 or pre1.9 or whatever. Well, maybe not, since I'm essentially stuck with 1.7.3 until Optifine updates, but I would really like to have this mod available whenever I'm finally able to play the newer versions. Anyhow, whether you update or not, I want you to know that I'm looking forward to using this in 1.7.3. Thanks for making it.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Quote from RaustBlackDragon

    Sweet, thanks for answering that question!

    In that case, forge sounds like a great idea, although my mod will probably be the most insignificant mod to ever use it if I did...

    I'll consider it, I'm greatly considering it...


    Hey, your mod may not be big, but it seems fun. I'm just now trying out 1.8 after sticking with 1.7.3 for the past few days so my mods wouldn't break, and I'm installing this mod as the first one I fool around with. So, while it might not be the most complicated mod out there, don't sell yourself short.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Quote from RaustBlackDragon

    Does forge let two mods modify the exact same class files simultaneously?


    Yes. My programming knowledge is rather pathetic, but how I've heard it explained is that Forge provides "hooks" into the default Minecraft files so that more than one mod can modify the same file. It's open source, and the developer has committed to allowing new "hooks" to be added if a modder needs them to get their mod working with the Forge.

    Sorry for answering such an old question, but I saw you'd asked this question twice and didn't get an answer either time, and I'd like to see this mod (and more mods in general) made Forge compatible. Hopefully you'll feel the same way. Of course, the Forge isn't updated for 1.8 yet, but it's being worked on and my impression is that it will be updated in the near future.
    Posted in: Minecraft Mods
  • 7

    posted a message on [1.5.2] GuiAPI - An Advanced GUI Toolkit
    I assume you install it just like any other mod? You might want to provide at least a cursory explanation about installation in the OP. I've installed enough mods that I'm pretty sure I'm doing it right, but I imagine users who are new to Minecraft modding would appreciate some instruction.

    Anyway, thanks for the API. I'm planning to install this and the Forge version of your ID Resolver and go crazy with Forge mods.

    EDIT: Rereading it, the first paragraph might come off as kind of hostile or like I'm chastising you. Just want to say that that wasn't my intention. I was really just trying to make a suggestion that I figured would be helpful to new modders.
    Posted in: Minecraft Mods
  • 0

    posted a message on Suggestion: Chalk
    This post is kind of long. If it's a TLDR post for you, just check out the pictures to get an idea of what chalk blocks might look like in the environment, and the "Use" section.

    Anyhow, I'm just posting to throw my support behind this idea. I actually had the idea for chalk on my own, but kauaiboy had thought of it first. It occurred to me when I was wandering around in a cave system placing down markers so I'd know how to find my way back, and I realized how much easier and more efficient a chalk item would be.

    My concept for the mechanics of it doesn't even do anything that hasn't been done with other stuff in Minecraft; it just combines a few of the mechanics of other blocks or items. As I wrote this post it was getting kind of long, so I broke it up into sections.

    Possible Types and Locations of Chalk Blocks:

    Chalk used to be made of actual chalk (the mineral), but nowadays it's usually made of gypsum (a form of calcium sulfate). Notch could make a new "chalk" block based on either of these two substances (or perhaps pick and choose characteristics of both and fuse them into one block). The actual mineral chalk, from what I can tell, is formed underwater in large ridges by the slow accumulation of sediment. Of course, since waters shift over the centuries, it could be found anywhere, but would be more common around water. It can be seen as sharp cliffs (near the sea) or slow, rolling hills (inland). Just to give you an idea of what it might look like, here's a few pictures of the cliffs (from Wikipedia:




    And one of the hills:


    The chalk would be somewhere under the grass in that one, of course.

    I think areas that looked like this could add some real personality and vibrancy to environments in Minecraft. Of course, it would be significant work to implement.

    Gypsum would be a lot easier to implement, as it doesn't substantially alter the landscape. It's an evaporate, and forms in evaporating lake beds (generally in arid environments where evaporation is faster than replenishment by precipitation). In game terms, it would probably be found at the bottom of shallow depressions on the surface, in deserts or other fairly dry biomes. It should probably show up as an ore. There's a picture of it in real life here. As a side note, gypsum is also used in making cement, in the unlikely event that Notch ever wanted to implement that.

    Mining and Crafting:

    Both types would probably be mined with a pickaxe. Chalk would break into powder or blocks, while gypsum ore could break into gypsum crystals, similar to how diamond ore breaks directly into diamonds. Or possibly they could come out in powder, since they're powdered before actually being used to make chalk. Chalk blocks or gypsum crystals could converted to powder first via a workbench, or that step could just be skipped for the sake of convenience. Chalk sticks in real life are made with by combining powdered chalk, clay and water or powdered gypsum and water. Might want to leave out the water and just use clay for the crafting pattern (no need to force the player to waste a bucket). Could include dye in the pattern at this point, for colored chalk (I hadn't thought of colored chalk, but kauaiboy's idea is a good one). Then you'd have a stick of chalk.

    Use:

    I figure the stick of chalk could be a tool with limited uses like pickaxes, shears or flint and steel. The player could right click on any surface, and it would open up a window to select what the player wanted to draw. The menu could have a selection of common symbols, such as arrows in all four directions, an X, and O, various simple geometric shapes like triangles or stars, and other things.

    It could also possibly have an option to type a message, like a sign. This would make the sign somewhat redundant, but signs would still have a different aesthetic appeal. Plus, a sign requires nothing more than two wood blocks to make, meaning it would likely be available to the player earlier than chalk, which would require clay.

    The drawing or message could sit on the surface like Redstone Wire does, except chalk could be applied to more than just the floor. As previous posters have said, this would allow for better navigation of winding caves and other maze-like areas. Chalk drawings could be destroyed by hitting them (representing wiping the chalk off the surface with your hand). They should probably also be destroyed by contact with water, including rain.
    Posted in: Suggestions
  • 0

    posted a message on Night Cloaks
    This post is kind of long. I've got a TLDR version at the bottom of this post, for anyone who prefers that.

    Wow. People really don't seem to be very good with the whole reading comprehension thing. Rockboy, I suggest you edit your OP to make it clearer what you mean. I didn't find it difficult to understand, but obviously it's giving lots of people a lot of trouble.

    Anyhow, I think it's a really cool idea. It also seems like it would work really well with the upcoming Adventure mode. Judging from the fact that no one who disliked your idea appeared to accurately understand it, it seems to actually be pretty popular. If you got the detractors to actually understand your idea, most of them would probably come around.

    I do have some minor suggestions, however. First of all, I think it would be cool if the boots incorporated feathers in some way. When wearing those boots, not only would they reduce the wearer's visibility, but they'd also reduce (halve, perhaps?) the volume of his walking noises. It's a pretty simple idea, but I think it would add to the overall effect. Not sure what the crafting pattern would look like. I'd suggest either

    :: :: ::
    :Black: :feather: :Black:
    :Black: :feather: :Black:

    or

    :: :: ::
    :Black: :: :Black:
    :feather: :: :feather:

    Perhaps this could even make the boots more effective than the other cloak pieces.

    Second, I'd recommend making the effectiveness of the cloak dependent on what light level the wearer was in, rather than the binary night/day cycle. As such, it would be extremely effective in a pitch black cave, regardless of the time of day. It wouldn't be as effective in full moonlight, but it would still help. At brightness levels above maybe 13 (the light level from a lit furnace), the cloak would be totally ineffective. It would probably work the best to just calculate this based on the part of the wearer's body that was in the highest light level. After all, if you're standing in a really dark room and you stick your arm out into a flashlight beam, it's not going to matter that most of your body's in the dark - anyone looking is still going to know you're there.

    Third, almost all aggressive mods have an awareness radius of sixteen blocks, according to this page. Ghasts have a radius of a hundred blocks, and are the only mob with a larger radius. Not sure exactly how much I'd reduce either of those numbers by if I was making a mod for this. I'd probably play around with it until it felt right. My loose idea is that I'd make it something like ten to twelve blocks in the moonlight, and perhaps as little as four blocks in a pitch black area.

    Fourth, I think this:

    Quote from Rockboy3970
    and now I think this could be useful on servers were with the full suit on once you reach a certain range you disapear from the persons veiw even if they are directly looking at you


    is sort of a bad idea. Not because of griefers, but just because it wouldn't really mesh well with the world of Minecraft as it is now. Right now I'm just picturing it as a black cloak that would make the wearer harder to see, which would already work to some extent on other players. Making it actually turn the wearer invisible (even if only past a certain distance) would seem like some sort of magical effect. If I remember correctly, Notch plans to add magic to Minecraft eventually, and maybe then it would work (although the crafting recipe would have to change to reflect its magical nature). Until then, it would seem out of place to me.

    Lastly, instead of wool it might be cool to have this cloak be made of whatever the Endermen drop. After all, they're black, and they have that whole thing where they don't attack unless the player looks directly at them. With an Endermen cloak, the idea could be that hostile mobs would avoid looking in the wearer directly, so as to avoid risking conflict with an "Enderman" (or the wearer, in this case). Of course, mobs probably won't avoid looking at Endermen, but it will be easy fiction to imagine they do (gameplay/story segregation). Requiring material from Endermen would probably also make the cloak a good bit harder to obtain, and honestly I think something like this would be pretty damn valuable, and therefore pretty hard to get.

    Anyhow Rockboy, I really like the concept. It's a shame that so many people are dismissing it without really understanding it, but everyone who actually gets what you're saying seems to like it. Anyone know if Notch or any of his coworkers read the Suggestions forum? If not, I may just email/tweet/whatever this idea to them (giving credit to Rockboy, of course).

    TLDR version:
    The OP's idea is being misinterpreted pretty badly.
    The idea is cool and might work well in Adventure mode.

    Suggestions:
    1. Feathers could be incorporated into the boot crafting pattern, and then the boots would make the wearer's footsteps quieter.
    2. The cloak's effectiveness should be dependent on the what level of lighting the wearer is standing in, not the day/night cycle.
    3. Aggressive mobs currently have a radius of sixteen blocks to notice the player. The cloak could reduce this to something like twelve to four blocks, depending on light level.
    4. It's a bad idea to have the cloak make the wearer invisible to other players, even if it's only beyond a pretty far range. It just doesn't work with the world of Minecraft as it is now.
    5. Maybe the cloak could be made of whatever Endermen drop, instead of wool. After all, mobs should want to avoid looking at an Enderman.

    I'm welcome to criticism or refinement of the suggestions I've offered here, but please read the full post before doing so, as it goes into more detail about my ideas and reasoning than the TLDR version. I wouldn't like to see what happened with the OP happen with this post, too.
    Posted in: Suggestions
  • 0

    posted a message on More Black Screen After Login Threads!
    Baka, I'm betting that you have something else going wrong. Not that I'm any expert, but yours sounds like it's on a different level than a simple black screen that doesn't affect anything else.

    Anyhow, I also have the same problem with the black screen. Only started getting it after the Halloween update, so I'm guessing something in that is somehow to blame. It is very annoying.

    This seems to be a frequent enough problem that I have some hope that Notch will take action on it in the near future. If he doesn't, I'll understand but it will be quite disappointing.
    Posted in: Legacy Support
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