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Apr 28, 2014Quite frankly, your spelling and grammar is atrocious. That's something you should change. Also, I think that most people on this part of the forums do understand how to install mods that require forge. Typically the mod's post has install instructions as well. Additionally, not all mods use forge. Finally, your installation instructions are barely complete. They just say, essentially, "download and run minecraft forge." This is hardly how to install mods, because you don't actually have any mods installed and ready to run once you do that. More correctly, you should download forge, run forge, download the mods (with the correct versions that are compatible with the minecraft and forge versions that you downloaded), put the .zip/.jar files into the mods folder, open the launcher, and open minecraft using the correct profile. Approximately. That may not be perfectly correct, either. Regardless, it's more correct than your version.Posted in: Mods Discussion
Apr 26, 2014Posted in: WIP Mods
Oh wow, I'm dumb. Sorry for bothering you.
Apr 26, 2014Posted in: WIP Mods
That's literally the exact same thing, as far as I can tell.
Apr 25, 2014I've been having an error with trying to add this mod into the most recent version of the FTB monster pack (v. 1.1.1). I am using the correct versions, but I end up getting this error that appears to occur right before minecraft loads up, and it crashes:Posted in: WIP Mods
2014-04-25 14:01:43 [INFO] [STDOUT] Launched Version: 1.6.4 2014-04-25 14:01:43 [INFO] [STDOUT] LWJGL: 2.9.0 2014-04-25 14:01:43 [INFO] [STDOUT] OpenGL: AMD Radeon HD 7800 Series GL version 4.2.12422 Compatibility Profile Context 22.214.171.124, ATI Technologies Inc. 2014-04-25 14:01:43 [INFO] [STDOUT] Is Modded: Definitely; Client brand changed to 'fml,forge' 2014-04-25 14:01:43 [INFO] [STDOUT] Type: Client (map_client.txt) 2014-04-25 14:01:43 [INFO] [STDOUT] Resource Pack: Default 2014-04-25 14:01:43 [INFO] [STDOUT] Current Language: English (US) 2014-04-25 14:01:43 [INFO] [STDOUT] Profiler Position: N/A (disabled) 2014-04-25 14:01:43 [INFO] [STDOUT] Vec3 Pool Size: ~~ERROR~~ NullPointerException: null 2014-04-25 14:01:43 [INFO] [STDOUT] #@[email protected]# Game crashed! Crash report saved to: #@[email protected]# E:\Minecraft\FTB\Monster\minecraft\crash-reports\crash-2014-04-25_14.01.43-client.txt
I know that you aren't obligated to help me seeing as I'm using a modpack, but I would like to bring this to your attention and see if you have a reason or a fix for it. Thanks in advance!
Apr 25, 2014jalfje posted a message on [1.5.2] AMCO: About 150 of the best mods all working togetherWe really don't have a good base of mods up, most of the major mods (TE3, IC2, buildcraft etc.) are either not yet updated, or are in alpha versions that are very buggy. Minecraft changed a good portion of the codebase, making it quite difficult and time-consuming to update.Posted in: Minecraft Mods
Apr 23, 2014Posted in: Survival ModeQuote from blazing_chaosAren't the quests stored in the map file? If someone wanted to use that, wouldn't they have to get a map we uploaded?
No, they're stored in the config file. No problem there.
Quote from Amazingsniper8Guys, one thing at a time. For to long we have been jumping around from thing to thing and nothing gets done. Challenges. Vanilla Challenges. That is our focus so lets get to work on finishing them before we move onto to other things
Alrighty then, I'll go ahead with the modpack, quests, etc. by myself. I'll just leave you be, but I'll be following along anyway.
Apr 22, 2014this is an unusually good idea. i support. however, making "noise" in the large flat areas would be somewhat counterintuitive - it would just create the 'small' hills that you were considering making into big ones.Posted in: Suggestions
Apr 22, 2014just to point out: there is literally no point for having this mod, simply because if you had a bunch of mod ores and didn't want to have all of them generate, then you would disable certain ones, so that only one of each type of ore would generate. with this mod, you have to do the exact same thing. you need to disable the ores generating from other mods. also, if you install this mod, but do not have a different mod that uses a particular ore, then having that ore is 100% useless beyond decoration. so, out of curiousity, do you actually have a reason for creating this mod? it's not like other mods don't use the forge ore dictionary (afaik every single one that is popular does), so having this mod simply creates more ores. not less.Posted in: Minecraft Mods
Apr 22, 2014Well well well. All this talk of mods or modpacks, right as I'm thinking of the same thing. I've been following the city construction challenge for quite some time now, and I had a realization: almost everyone stops the challenge quite early, because they think it's a cool idea but ends up taking too much time and effort. So, I decided I would try to compile a modpack that is focused on the early-game and building stuff, so that people wouldn't be so discouraged. I was also planning on creating a challenge designed around the modpack, compiling ideas from the Refugee to Regent, City Construction, Castle Building, Empire Building, and Fantasy City Build Challenges.Posted in: Survival Mode
Now, onto my ideas for a modpack. The trouble with making a modpack right now is that most mods haven't been updated to 1.7 yet, and 1.8 is just around the corner. So I'm unsure whether I would want to create a 1.6.4 modpack (many packs have already been made), a 1.7.2 modpack (which this list of mods is for), or just wait for 1.8. Regardless, my current mod list would be:
Forge (and microblocks)
Liteloader (don't know if this is actually required for any of these mods, but for a few others i know it is)
Treecapitator & floating ruins (getting wood is such a pain without advanced tools)
Balkon's weapons (this... does it all - with style!)
Bibliocraft (good-looking storage)
Carpenter's blocks (make anything into doors, stairs, etc. nicer looking cities)
Dungeon pack (exploration is fun)
Minecraft Comes Alive (better villager interactions)
Modular flower pots (again, nicer-looking cities)
Super crafting frame (easy to use instant crafting)
Tinkers construct (great toolmaking system)
Plants mega pack (yet again, nicer-looking cities)
Also a few others that are more of a personal preference but would not be key to the theme of the modpack (e.g. bspkrs mods and presence footsteps)
All of these mods are free to use (not requiring permission from the mod author). I do, however, have a few mods in mind that would require specific permission from the mod author for use in the modpack.
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