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    posted a message on PaleoCraft -- Realistic Dinosaurs in Minecraft!
    Quote from fisherman77

    0.98 Beta for 1.5.1 Released

    Sorry guys, there was a bug in 1.5.1 that took a while to figure out, and I didn't want to release a version in which half the dinos were dropping through the ground. However I found and fixed the bug in the entity file (Dino AI) and added a little extra while I was at it.

    This also could potentially help me fix the hitbox of the Baryonyx, but I haven't tried it quite yet.

    Dinos extend the Animal class by default, similar to cows, pigs, and sheep. This usually prohibits one from making them able to attack, but I just overrided those methods and enabled it to where Citipati, Dromie, and Troo all attack chickens, like was originally planned! It's pretty cool, especially when they're all together hunting down a big group of chickens.

    Sadly, 0.98 Beta will not include the dimension (and that's why it has "Beta"). Custom dimensions are one of the hardest things to create, and bladeking is on the job, but I thought I had made y'all wait enough.

    Anyways, enough of my talk. You can find out the details in the changelog before you download.

    Which version should we be using? 0.98 or 0.98b?
    Posted in: Minecraft Mods
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    posted a message on [1.7][Forge]Buff/Armor Bar Mods, Project Zulu: Better Overworld v1.2.8.X
    Quote from Gurrok

    FYI there are two graveyard/tombstone mods recently released that do or will soon do what you're looking for. Thought you might be interested. IF you choose to use one of them, make sure you disable the tombstone from this mod in the config. Not sure it would cause a crash or anything, but dropping multiple gravestones per death would be kinda weird.

    Thanks for the info, I tried one of the other mods but prefer the look of the gravestone from this mod...more realistic.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1][Forge] Working Sponges
    Quote from andr3wrulz

    New version up! Added update notifier (tells you if there is a newer version), powered sponges, and made the liquid replacement on block breaking a config option (if you have issues, try deleting the config and letting it regenerate).

    Well Done! Works perfectly now. Would it be possible to add option in config file to turn off update notifier for those of us who prefer to check for updates manually? Thanks again for this very useful mod.
    Posted in: Minecraft Mods
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    posted a message on [1.7][Forge]Buff/Armor Bar Mods, Project Zulu: Better Overworld v1.2.8.X
    Quote from Crudedragos

    Yea, there were two haunted armor errors that were fixed recently. An earlier one was due to a change in forge (likely the one you were seeing) and the more recent one was an obfuscation issue.

    I like the tombstone on death. Would be awesome if there was a buried coffin that contained inventory lost on death rather than just scattered around the tombstone. I'm finding that graveyards are very rare but cool to see!
    Posted in: Minecraft Mods
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    posted a message on [1.7][Forge]Buff/Armor Bar Mods, Project Zulu: Better Overworld v1.2.8.X
    Quote from Crudedragos

    I need a crash log. Beginning bit so I know Forge and PZ version. And of course relevant error.

    Its working fine for me Forge 7.7.1.640 && PZ 1.0.3.2 Complete.

    ok...updated forge and no longer crashing. Thank You for your time and effort! Glad to see this mod updated!
    Posted in: Minecraft Mods
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    posted a message on [1.7][Forge]Buff/Armor Bar Mods, Project Zulu: Better Overworld v1.2.8.X
    Quote from Crudedragos

    Project Zulu v1.0.3.2
    + Fixes Haunted Armor Obfuscation Error

    I can't go anywhere near Haunted Armor or try to spawn it as it causes instant crash. Everything else looks great!
    Posted in: Minecraft Mods
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    posted a message on Hats [1.3.2] Hats, hats and more hats!
    Kids will have a blast with this mod. Thanks for the time and effort!
    Posted in: Minecraft Mods
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    posted a message on [1.5.1][Forge] Working Sponges
    Quote from andr3wrulz

    Ah okay, should I make it a config option or a separate sponge?

    A config option would be great. Thanks for your time creating this mod!
    Posted in: Minecraft Mods
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    posted a message on [1.5.1][Forge] Working Sponges
    Quote from andr3wrulz

    Hmm I will have to take a look into it. I might have some free time this evening to run tests. Are you guys saying that you dont want it to replace any water? If you do that and you place it near the top of the water, it will leave depressions in the water where the sponge was if you remove it.

    I assumed that when you remove the sponge after it has replaced the water, that the water would not return but that is not the case. Tested in a small pond hoping that when I removed the water and then the sponge, there would just be a void where the water once was.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1][Forge] Working Sponges
    Quote from Konitor

    After clearing out my underwater base I removed the sponges.
    OMG! Water sources everywhere! The sponges seem to replace the sucked water as source blocks when broken. Resulting in a flooded base. Silly me tried to suck up bordering water with another sponge. When removing this one, even more water sources laughed at me.
    So I had to clear out everything with dirt-layers, building dirt-walled chambers until the last water source was gone.
    Now, what is the point of using sponges when they spit out everything (and more) when broken?
    I'm faster when clearing out the base with dirt right from the beginning than dealing with additional water sources. Apparently any water (flowing or source) is given back as source when the sponge gets broken.

    Same happened to me. Needs a fix!
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] Universal Electricity - An Electricity System Modding API
    Anyone know how to turn off update notifications for these mods. Getting notifications to update mods to 1.5.but I am still on 1.4.7. (Atomic Science in particular). Don't see any option in confiq file.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] Universal Electricity - An Electricity System Modding API
    Quote from 0v3rl0rd

    I'm getting this error when using Atomic Science alongside ICBM and Basic Components, any ideaS? :/

    java.lang.ClassCastException: icbm.zhapin.cart.ItChe cannot be cast to universalelectricity.core.implement.IItemElectric
    at universalelectricity.prefab.ItemElectric.getWithCharge(ItemElectric.java:170)
    at universalelectricity.prefab.ItemElectric.getUncharged(ItemElectric.java:164)
    at atomicscience.common.ZhuYao.load(ZhuYao.java:437)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:601)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
    at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:601)
    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:57)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:601)
    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:657)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
    at net.minecraft.client.Minecraft.a(Minecraft.java:456)
    at asq.a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:744)
    at java.lang.Thread.run(Thread.java:722)

    Had the same error. Discovered it was a block ID conflict in the 4000 block ID range on a few of my mods. I just changed the conflicting ID's in the config folder of the mod causing the problem and now good to go!
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] Universal Electricity - An Electricity System Modding API
    Quote from Calclavia

    Delete config folder.
    I finally discovered what was causing all my problems. It was an ID conflict between Mekanism & Metallurgy. I downloaded all the latest versions of the UE mods, deleted the config folders for both UE & Metallurgy, then added UE mods one at a time. That enabled me to discover the ID conflict. Just changed the 4000 range block ID's in Mekanism config and that solved my problem. All UE mods are now up to date and working. Hope that will help others.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] Universal Electricity - An Electricity System Modding API
    Quote from Calclavia

    Delete config folder.
    I always delete config folder when updating, but that didn't make any difference. No block ID conflicts show up.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.2] Universal Electricity - An Electricity System Modding API
    Quote from Calclavia

    Mekanism does have ore dict support, and the site is back up now

    block ID conflict.
    Same problem here after updating all UE Mods. Newest versions of Basic Components, Atomic Science, and Assembly Line all crash Minecraft. Reverted back to previous versions until resolved.

    Quote from Calclavia

    Mekanism does have ore dict support, and the site is back up now

    block ID conflict.
    Posted in: Minecraft Mods
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