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    posted a message on [1.6.2] [Forge] Serastia: A Dimensional Mod Made During Modjam 2
    Woah! Nice!
    How stable would you consider this for servers?
    Posted in: Minecraft Mods
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    posted a message on [1.7.2] [SMP] [FORGE] More Danger Mod - Fear the night again.
    Hey, I do have a small request, would it be possible to give certain mobs the abilty to dig?
    While I agree the extended range is amazing, as the range is pretty short in normal minecrft.... anybody with a building and a door is good, so giving (maybe customizable) mobs the ability to dig to get to you would be pretty amazing, I know theres a few (unupdated at the moment) mods to do this, but they do crazy things like always know where you are, and dig underground to get to you, lol I was thinking of something similar to the door breaking system....

    Could you think about this?
    All of your mods seem to enhance minecraft in good ways, honestly I think this would be a pretty good enhancement :P
    Posted in: Minecraft Mods
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    posted a message on [1.12] Multi Mine - switching off a block doesn't heal it anymore!
    I think its because Mining is now handled mostly serverside, it has to go through the server to update block status or something similar, I noticed this on my server as well....
    Posted in: Minecraft Mods
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    posted a message on RandomAdditions Alpha v0.11.23 - Adding a new energy system including machines, tools and new enchantments
    Huh? wierd....
    I am going to redownload, I would assume the jar edits are needed for the server aswell?

    **EDIT**
    How do you install extra jar mods without all the "changes detected" stuff on the server?
    Do we need the same commands from the client launcher to bypass this?
    I cant seem to edit the jar more then forge....


    Let me rephrase this, I am using a ftp server to upload to my server, it uses the forgemod.jar format for the forge mod, whenever I add anything to that it has a fit, and will not launch.... lol

    **EDIT**
    Figured it out, -Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true
    add this to your minecraft jar, this is why it wasnt working! lol

    Double edit....
    Is it possible to make the jar files install from a coremod or something? I cant use the above command line on my server for some reason..... As a result, I get no serverside support for RA Physics....
    Posted in: Minecraft Mods
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    posted a message on RandomAdditions Alpha v0.11.23 - Adding a new energy system including machines, tools and new enchantments
    So what causes the items thrown in water to Warp to the bottom of the area and then float to the top and repeat?
    I am getting this on my server, it is a bit annoying, but not very game breaking!
    Thanks!
    Posted in: Minecraft Mods
  • 0

    posted a message on Installed a few mods.... what is this?
    Can anybody tell me what mod is adding this thing at the top..??
    Posted in: Mods Discussion
  • 1

    posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6
    What about a toxic or damaging series of gases?
    For example, certain gases (this is a real world danger, besides the "Don't smoke in a mine, you might make the whole thing blow up" stuff lol)
    are dangerous to inhale, and may irritate your eyes, cause coughing and such.
    You will take damage after a while around these gases, but you can create masks to help you.
    For more dangerous gases you may need a full suit, you can design this to look lore friendly or super tech as you want.
    Maybe have certain ones affect crops if you grow crops underground?

    Would be cool to use the lesser gases that are irritating and cause irritation in glass bottles, or improved in to pretty much gas canisters.

    On a side note, does this work on multiplayer?
    I saw gamechap's video....
    Posted in: Minecraft Mods
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    posted a message on MC+ Mods - Satchels, Turtles, Quivers, and More!
    Whaaaat?
    java.lang.NoClassDefFoundError: net/minecraftPlus/src/modLoom/TileEntityLoom
        at net.minecraftPlus.src.modLoom.mod_Loom.<clinit>(mod_Loom.java:28)
        at java.lang.Class.forName0(Native Method)
        at java.lang.Class.forName(Unknown Source)
        at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
        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.EventHandler.handleEvent(EventHandler.java:74)
        at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
        at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
        at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
        at com.google.common.eventbus.EventBus.post(EventBus.java:267)
        at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
        at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
        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.EventHandler.handleEvent(EventHandler.java:74)
        at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
        at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
        at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
        at com.google.common.eventbus.EventBus.post(EventBus.java:267)
        at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
        at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
        at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:181)
        at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
        at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
        at net.minecraft.client.main.Main.main(SourceFile:101)
        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:57)
        at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
    Caused by: java.lang.ClassNotFoundException: net.minecraftPlus.src.modLoom.TileEntityLoom
        at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
        at java.lang.ClassLoader.loadClass(Unknown Source)
        at java.lang.ClassLoader.loadClass(Unknown Source)
        ... 36 more
    Caused by: java.lang.NoClassDefFoundError: net/minecraftforge/common/ISidedInventory
        at java.lang.ClassLoader.defineClass1(Native Method)
        at java.lang.ClassLoader.defineClass(Unknown Source)
        at java.security.SecureClassLoader.defineClass(Unknown Source)
        at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
        ... 38 more
    Caused by: java.lang.ClassNotFoundException: net.minecraftforge.common.ISidedInventory
        at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:94)
        at java.lang.ClassLoader.loadClass(Unknown Source)
        at java.lang.ClassLoader.loadClass(Unknown Source)
        ... 42 more
    Posted in: Mod Packs
  • 0

    posted a message on TabbyChat v1.10.00 - SMP Chat Overhaul
    Does the forge version for 1.6.2 still use a simple mods folder installation?
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.1/1.6.2] Minecraft Tweaks 1.2.2
    Is there a way you could make all the feature selectable? I have smart moving, and I love the idea of fishing for objects!
    Posted in: Minecraft Mods
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    posted a message on Smart Moving
    Random question, Render API should NOT be installed for the server? right?
    Posted in: Minecraft Mods
  • 0

    posted a message on Legobear154's Mods - MyTown, aPerf, and ForgePerms
    wait what? mytown uses $ and not §? how so?
    Posted in: Minecraft Mods
  • 0

    posted a message on Legobear154's Mods - MyTown, aPerf, and ForgePerms
    LegoBear, I dont use MCPC+ so I can have full compatability. I did however find an amazing solution for both my MOTD and the player name.
    Question though, does anything in MyTown affect player name color? I might have to remove that then.... (the second /u007a)
    For anybody wondering, Formatting codes can be used in the motd line in a server.properties file, as well as in the permissions.yml file, but the section signs must be escaped as \u00A7
    For reference, go here http://www.minecraft...ormatting_codes
    to do §c which is Red, I must use the escaped version, which is the same as doing §c but works with servers and internal stuff.
    Red, for MOTDs and Permissions, for example will look like this: \u00A7c Note the C, as the \u00A7 is the § sign and the c is the color from the formatting codes page.



    \u00A7cGbox Gaming \u00A7eGround Wars 2.0
    Result on the server list and while loading
    prefix: "\u00A7b[Default]\u00A7a"
    Result while ingame and how it works with MyTown


    Woah! on a wierd side note the normal way is working!
    prefix: "§2§f" for example
    Posted in: Minecraft Mods
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    posted a message on Legobear154's Mods - MyTown, aPerf, and ForgePerms
    On a side note, do I just have to deal with the lack of ChatManager for the moment? I really want player chat colors.... lol mytown chat channels will have to do....
    Posted in: Minecraft Mods
  • 0

    posted a message on The Bronwyn Project -- A City Generator
    I would love to see this completed!
    I was going to task people to design a post apocalyptic (Or at least a war torn, people left because of a battle in the area kind of feel, with complete sewer systems) styled city, this would save so much time!
    Posted in: Minecraft Tools
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