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    posted a message on [1.17.1] MumbleLink [Forge] [SMP] [LAN] [Mumble] [TS3] [Realism] [Directional VOIP]
    you are my new favorite person. thanks so much for coding this
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    so me and a friend found a duplication bug with the uncrafting table when used in tandem with the mod 'convenient inventory"

    this bug is possible when uncrafting or just crafting. In convenient inventory when the shift key is held while you click on an item it is automatically put in your inventory this can be used to remove either the materials gained from uncrafting without destroying the original item or losing any experience. when crafting you can remove the created item in the same way w/o losing any item used to make it
    Posted in: Minecraft Mods
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    posted a message on Minecraft LAN connection port funneling.
    I too would like the option to set my own port. And if no one is willing I will try to figure it out I'll just need some java pointers

    Edit: just got another idea, would it be possible do make a mod that just goes ahead and forwards the port while in game?
    it would be more annoying then a static port but less annoying then setting a new port manually every time. whatever seems like an easier "fix" i guess
    Posted in: Requests / Ideas For Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    I'm having a silly problem. when I go into the config file for 1.9.0 and change block ids so i can make it work with Rusigami's Shelves and Armor Stand mods I get an error for the used id.

    so thats sort of confusing so let me explain.

    when I leave the mods clean and run the game I get an id error for id 132 (shelves and twilite forest portal) and id 135 (armor stand and Twilite forest maze)

    now if I change the id for Rusigami's mods I still get the error for the original ids and if I change Twilite forests ids I get an error for the new ids.

    so am I missing a step or is something wrong?

    nevermind. The mod over wrote my work into a new format when I edited it.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] Weeping Angels [V1.5.10 - 22, MAY,13] FORGE [SP/MP]
    i love you
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    any chance at all of dynamic height compatibility? i don't know something like force spawn works at any height and the only requirement would be five blocks of air above the tallest building or something like that.
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from StabbinJoe

    Another Idea from the guy who thought of the Mage Lord boss. The Forest Dragon. The Forest Dragon would have the same health and will follow the same attack pattern as the Ender Dragon but it would be green and yellow and be faster. It would spawn on really massive trees. Once you get to the top it would start attacking you by either charging you or using its "Verdant Breath" the Verdant Breath would cause grass, mushrooms, vines, and flowers on blocks while also poisoning you. The dragon could chase you all across the map with there being only three ways to escape: One you kill him, two you die, or three you hide inside something like a mage tower, your house, or anything else like those. If he kills you he will fly back to the massive tree. If you set the tree on fire he would charge you then the fire would go away making it near impossible to beat unless you fought it with like full diamond and had experience in fighting dragons.


    thats sounds horrifying and awful lol XD
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    hey super cool trees by the way.

    anyway could you make a light weight version that is compatible with dynamic height w/o all the terrain tweaks.

    i just thought that would be super cool seeing what this does to the landscape by itself and what dynamic height can do. just seems like these to should go together.

    edit: hot dang i didn't realize this was another dimension. that makes this even cooler. so same deal i guess now that terrain height is easier to manipulate you could just make this dimension have a 512 size or something.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Fluffgar

    Their farms could be full of mushrooms instead of the standard crops because the villages are in dark caves. There could be a whole quest-line for them involving establishing trade relations with a surface village to get other food stuffs in exchange for ores.


    haha looks like we've spawned an idea for a new culture :laugh.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    just as a quick question, is there a height limitation for the guilds and villages?

    if so could you remove or have an optional patch so it could work with dynamic height? i only ask this b/c this is an issue millinaire has and it would be a bummer if this had that problem too
    Posted in: WIP Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Firespread

    ...Really?


    Yeah, villagers only spawn at certain heights.


    so if i dug a large underground area about at the original sea level they would spawn?

    also if someone were to remove this limitation could they post the patch. cause i think it would be cool to have villages at any height anyway. at least for force spawned villages
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    i just found a funny problem were if you set a height other then default with the dynamic height mod no villages appear even when i tried to use the village wand. just thought this may be useful
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    i'm having trouble with this mod. heres the error message. i've never had issues in the past so i don't know whats up.
    Nov 11, 2011 12:11:42 AM ModLoader init
    FINE: ModLoader Beta 1.8.1 Initializing...
    Nov 11, 2011 12:11:42 AM ModLoader readFromModFolder
    FINER: Adding mods from /Users/Mason/Dropbox/minecraft/mods/MoCreatures.zip
    Nov 11, 2011 12:11:42 AM ModLoader readFromModFolder
    FINER: Zip found.
    Nov 11, 2011 12:11:42 AM ModLoader addMod
    FINE: Failed to load mod from "mod_mocreatures.class"
    Nov 11, 2011 12:11:42 AM ModLoader addMod
    FINER: THROW
    java.lang.NoClassDefFoundError: de/matthiasmann/twl/model/ButtonModel
    	at java.lang.Class.getDeclaredFields0(Native Method)
    	at java.lang.Class.privateGetDeclaredFields(Class.java:2291)
    	at java.lang.Class.privateGetPublicFields(Class.java:2324)
    	at java.lang.Class.getFields(Class.java:1359)
    	at ModLoader.setupProperties(ModLoader.java:1583)
    	at ModLoader.addMod(ModLoader.java:274)
    	at ModLoader.readFromModFolder(ModLoader.java:1179)
    	at ModLoader.init(ModLoader.java:824)
    	at ModLoader.AddAllRenderers(ModLoader.java:186)
    	at aam.<init>(aam.java:61)
    	at aam.<clinit>(aam.java:10)
    	at net.minecraft.client.Minecraft.a(SourceFile:259)
    	at net.minecraft.client.Minecraft.run(SourceFile:629)
    	at java.lang.Thread.run(Thread.java:680)
    Caused by: java.lang.ClassNotFoundException: de.matthiasmann.twl.model.ButtonModel
    	at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
    	at java.security.AccessController.doPrivileged(Native Method)
    	at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
    	at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
    	at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
    	... 14 more
    Nov 11, 2011 12:11:52 AM ModLoader readFromClassPath
    FINER: Adding mods from /Users/Mason/Dropbox/minecraft/bin/minecraft.jar
    Nov 11, 2011 12:11:52 AM ModLoader readFromClassPath
    FINER: Zip found.
    Nov 11, 2011 12:11:52 AM ModLoader setupProperties
    FINER: heal.easy set to 0.5
    Nov 11, 2011 12:11:52 AM ModLoader setupProperties
    FINER: heal.normal set to 0.25
    Nov 11, 2011 12:11:52 AM ModLoader setupProperties
    FINER: heal.hard set to 0.0
    Nov 11, 2011 12:11:52 AM ModLoader setupProperties
    FINER: hunger.easy set to 0.25
    Nov 11, 2011 12:11:52 AM ModLoader setupProperties
    FINER: hunger.normal set to 0.375
    Nov 11, 2011 12:11:52 AM ModLoader setupProperties
    FINER: hunger.hard set to 0.5
    Nov 11, 2011 12:11:52 AM mod_Somnia supportsMinecraftForge
    FINE: mod_Somnia: Minecraft Forge was not detected.  Disabling SleepHandler.
    Nov 11, 2011 12:11:52 AM ModLoader addMod
    FINE: Mod Loaded: "mod_Somnia v15 [1.8.1]" from mod_Somnia.class
    Nov 11, 2011 12:11:52 AM ModLoader AddAllRenderers
    FINE: Initialized
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    so... what are the chances of millenaire being compatible with tale of kingdoms in the future? or even better integrated into?
    Posted in: Minecraft Mods
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    posted a message on Looking for long term survival server
    oh i giot a good one what you do is make huge towers to protect then grief the heck out of other people towers while you protect your own. its actually really fun.
    99.21.0.243
    Posted in: Minecraft Survival Servers (archive)
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