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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    I'm pretty much the same, I get at least 100-200FPS more in 1.8 than I ever did in 1.7, and I've yet to experience any lag spikes at all. I've always found that Optifine on my system makes SFA difference, sometimes making the frames worse.
    Posted in: Minecraft Mods
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    posted a message on MineMenu - v1.2.0 - Radial menu, 'nuff said
    Oh my god, here, take my money!!! :P

    Seriously, this'll assist with so many issues, there's only so many keys on the keyboard one can use.
    Posted in: Minecraft Mods
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    posted a message on WorldEditWrapper - use WorldEdit in Single Player
    Does this work with a forge server that isn't running something like MCPC+?
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/2.0] XCommands - Public Release (Last updated: 16th July)
    Quote from Pugin94

    Yeah, me too, but his reason was because 1.7 added too much, and that is true. But he could still work on it instead of 1.6.4, because if he works on 1.6.4 first, then 1.7 will take longer.

    Agreed, 1.7 is the new, by the time a 1.6 version is out, 1.8 will be out, the only reason i want xcommands for 1.7 is so that i can have worldedit on a 1.7 vanilla server and move away from bukkit.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/2.0] XCommands - Public Release (Last updated: 16th July)
    Personally i would say don't bother with 1.6 at all for xcommands, just dive right into 1.7.
    Posted in: Minecraft Mods
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)
    Quote from Zigeris

    I am getting very flustered with the install of this mod xD.

    Ok I am running 1.6.4 with Millénaire, Forge, FML, Minecraft Comes Alive, Weather and Tornadoes.

    I've installed it in various ways and still end up having no success.

    WPML 0.3 supposedly simplifies the install....but it produces the same results as any other attempt with 0.2.

    The results lead to the game not running at all.

    You've stated that 0.3 needs to be placed in the Mod's folder, I've done that and nothing happens. The Season mod files (extracted) are present in the same mod folder.

    Liteloader doesn't work at all for me. Even with it by itself. I've bound it to 884 as well as ran it without being bound.

    Typically I can do install instructions without any issue, but these explanations of installs either is too vague or I am dumb as bricks.

    Any intel out there as to what could be wrong?

    You aren't the only one having issues, i followed the instructions too, put modificationloader-0.3-1.6.4.jar into the mods directory, put the nmf and wpm files into the mods directory too, and when i click on 'play', the launcher disappears and the game never runs, when i look at the log file, all i see is:

    2013-10-16 18:34:51 [SEVERE] [ForgeModLoader] Unable to launch
    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:131)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
    Caused by: java.lang.NoClassDefFoundError: net/minecraft/block/Block
    at net.minecraft.stats.StatList.func_75921_a(StatList.java:185)
    at net.minecraft.stats.StatList.<clinit>(StatList.java:96)
    at net.minecraft.client.Minecraft.<init>(Minecraft.java:329)
    at net.minecraft.client.main.Main.main(SourceFile:83)
    ... 6 more
    Caused by: java.lang.ClassNotFoundException: net.minecraft.block.Block
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 10 more
    Caused by: java.lang.RuntimeException: java.lang.NullPointerException
    at codechicken.nei.asm.NEITransformer.transform(NEITransformer.java:155)
    at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
    ... 12 more
    Caused by: java.lang.NullPointerException
    at codechicken.nei.asm.NEITransformer.transformer004(NEITransformer.java:117)
    at codechicken.nei.asm.NEITransformer.transform(NEITransformer.java:149)
    ... 14 more

    I guess Seasons mod and NEI just don't like each other? or perhaps there is some other reason.
    Posted in: Minecraft Mods
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    posted a message on Better Archery v1.6.2 (Adds new bows, arrows, quivers, more)
    Could you possibly provide a way to allow us to adjust what item ids the items use in the config file?
    Posted in: Minecraft Mods
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)
    Quote from Darkenhart

    im just trying to think of another mod that does the same kinda theory as yours to see if they have done it.

    Sadly brain is not working this morning. @_@

    Optifine. That was converted so that it could go into the Forge 'mods' directory.
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    How do i turn off the god awful annoying leaves and grass waving about all over the place? I love the rest of the shader stuff, just absolutely hate that feature.
    Posted in: Minecraft Mods
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    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    So i have a couple of visual issues with pams (only visual though).

    I have AlgaeCraft and Pams Harvestcraft, i've gone through both configs to make sure there are no conflicts, and Forge reports no conflicts at all in its log files.

    First issue is this one: http://puu.sh/3YMYN.jpg

    If i remove AlgaeCraft, that block instead changes its name to 'tile.null.name' (http://puu.sh/3YNk1.jpg)

    If you middle-click it, you get a Lobster Cage (pams ID#) in your inventory.

    If you let the fruit ripen and then harvest normally you will get the actual fruit that it should be (in this case a walnut).

    Only other issue that i have discovered is these 2: http://puu.sh/3YN8O.jpg and http://puu.sh/3YN9a.jpg
    In the first picture, it is a scallion seed, in the second picture it is a grape seed. If i middle-click either of them, i get a tile.Crop.name item with a black/purple texture.

    This is in Minecraft 1.6.2 running the latest version of HarvestCraft for 1.6.2
    Posted in: Minecraft Mods
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    posted a message on [64x | 1.6.4] Definitance (Please re-vote in the new poll!)
    Very nice pack, only thing wrong with it i have found so far is that the cobblestone texture is way too clean, it looks like the brick block but more grey than red.

    Cobble shouldn't be that clean looking, maybe make it more chaotic with the pattern?
    Posted in: WIP Resource Pack
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    posted a message on Minecraft Land Generator
    Don't want a flat map though. A flat map wouldn't work for something like UHC.
    Posted in: Minecraft Tools
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    posted a message on Minecraft Land Generator
    One thing that would be super awesome is for this to be able to put a bedrock border around the generated map, that way, for things like UHC it is an extremely simple matter of creating the map, putting the border around it and done.
    Posted in: Minecraft Tools
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    posted a message on 13w02b Snapshot Ready for Testing!
    Quote from GrandChaos9000

    Fixed some features and good work.

    Nah just only one problem, why the biomes, structure and trees are broken and it didn't fixed yet?

    *EDIT 1: Added screenshots

    Did you report it on the bug tracker? or check to see if someone else has and if they have upvote it?

    If you did neither of these things, then how do you expect them to fix it? this forum is NOT a bug tracker, and that has been said many times before.
    Quote from glasstabels2

    Ugh. Why in the world would you switch how hoppers respond to redstone?! They were PERFECT before... seriously, you can make 1-wide tile-able sorting modules using only 1 comparator, 2 redstone, 1 redstone torch, 3 blocks and a half slab in 13w02A. That's amazingly compact and simple, anybody could make a whole bunch of those.

    And the old way they responded to redstone was perfect for a whole bunch of other applications as well. Sethbling's lock is one.

    But the new way they respond to redstone ruins all that, and I can't think of any uses for the new way they respond to redstone at all. If someone else thinks of one let me know, but honestly I don't think it could top how the old way helped sorting...

    PLEASE change that back. The rest is awesome, but please don't tease us with such a perfect way for them to respond to redstone only to dash our hopes like that...

    Apparently you missed the part about them being a WIP block. Get over it!
    Posted in: Minecraft News
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    posted a message on Minecraft News - The Year's First Snapshot, & More
    Quote from Ebins

    Um... as a server owner, I'm STILL waiting for the plugin API which Mojang keeps promising (it'll be out next patch) but never is. Sighs... this is just gonna break the server again.....

    As a server owner of 4 servers i'm glad it isn't out yet, I prefer that they redo the mechanics of the game (redstone, lighting, sound, rendering, etc...) before they work on something as complex as the API.

    The problem with an API is once it is done, it isn't as easy to modify, and if they do the API first and find the rest of the game has major issues, then they have to redo the API itself too to work with any modifications they make to everything.
    Posted in: Minecraft News
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