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    posted a message on [Sound] Sonic Nope: Give ghasts a dose of shut the hell up!

    Just a quick post to say that this has been updated to work on newer versions of Minecraft, including 1.9, 1.10, and 1.11.

    Posted in: Resource Packs
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    posted a message on [1.5-1.11.2] Vein Miner - Quickly mine veins of ore
    Quote from portablejim

    How fast have you got it set to (blocks per tick)? Does reducing the speed help?

    I:limit.blocksPerTick is currently at the default value of 10 and reducing it doesn't help, unfortunately. I tested it out at a value of 1 and experienced the exact same symptoms.
    Posted in: Minecraft Mods
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    posted a message on [1.5-1.11.2] Vein Miner - Quickly mine veins of ore
    Also, sorry to double post, but I seem to be having some issues with Vein Miner on my server. Basically what happens is I will mine/dig/chop some blocks and sometimes the blocks aren't actually harvested on the server, but they look like it on the client. If you attempt to walk into the perceived space, you get a kind of weird spasming jitter effect (presumably the client and server arguing as to whether you can actually go there). This happens with both the latest 'stable' version for 1.7.10 (0.17.1) and the latest dev build from your Jenkins (0.20.0.33) and I have never seen this in just a single player world, only multiplayer, whether I'm just opening up my world to LAN, or on my actual server.

    I'm just tossing out ideas, but I wonder if it might have something to do with tool durability, meaning that the server part of the mod stops the mining when the tool breaks, but the client doesn't register that or something.

    If you would like access to my server so I can show you exactly what happens, in case you need any clarification, or if I perhaps didn't explain it well enough, just send me a PM.
    Posted in: Minecraft Mods
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    posted a message on [1.5-1.11.2] Vein Miner - Quickly mine veins of ore
    Thanks for this mod, it is great!

    I do have a request though, can you make the input box for tools and blocks accept more characters? 32 characters just aren't enough when we're talking about mod namespaces. Some mods have ridiculously long names and it makes it impossible to add in the UI, so I have to resort to manually touching the config file. I'm thinking 64 characters ought to do the trick.
    Posted in: Minecraft Mods
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    posted a message on Aroma1997s Mods (BetterChests, Mining World Mod, Aroma1997Core, CompactWindmills, AromaBackup, Portable Recharger)
    First of all, thank you for the wonderful mods. I use the Mining Dimension and Better Chests currently, and both are very cool. (I haven't actively started mining in the dimension yet, but the portal's set up and I've explored the other side some.) Anyway, I was wondering if you were planning on updating your Portable Rechargers mod for IC2 Exp for 1.7.10.
    Posted in: Minecraft Mods
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    posted a message on Enhanced Spawners 2 [1500+ Downloads] Alpha is out for 1.8!
    So I was tinkering with the spawners from this mod the other day, and realized that the only way to figure out what spawns from a spawner is to plunk it down and toss a redstone signal on it.

    I was wondering if you would be amenable to adding some info to the description (such as what creature is contained within, how many and what type of upgrades have been applied, etc) and maybe even adding WAILA support.
    Posted in: Minecraft Mods
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    posted a message on uyjulian's X-ray Mod - No patcher required! Drop into mods folder with Liteloader installed!
    Quote from julialy

    Thanks! It looks like you have Forge installed, did you try Forge with no Forge mods installed?
    1. I'm planning on cleaning that up, School is going to start soon so I can't really do anything right now.
    2. I put the hash so in case I get a log I can see what exact version they had. Version numbers are just a placeholder, I'm planning on removing that soon since they are confusing.

    Well, the problem is that I haven't really found a way to reproduce the crash reliably, so running without Forge mods would be useless until I do. Like I said, I'm just going to switch back to v7 for the time being.

    Regarding the hash and version number, do you mean that you're going to remove the version number that shows up in Liteloader? I hope not. I'm telling you man, hashes are great for some things, but versioning is not one of them. If you're saying that you will soon be going away from hashes, then yay! lol

    Thanks again for the excellent mod.
    Posted in: Minecraft Mods
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    posted a message on uyjulian's X-ray Mod - No patcher required! Drop into mods folder with Liteloader installed!
    I like this mod. Very handy! I seem to be having crashing issues with version 8 and 9 and as such I am going to revert to version 7 for the time being (yay archived mods!). Here is the crash log if you want to take a look. It only happens when I am in Xray mode, though I always have Gammabright v3.1 enabled at the same time.

    I do have a couple beefs though. 1) Your website design makes my brain hurt. If I wanted to download an old version I honestly wouldn't have a clue which version I'm getting when I click on a link because you don't say. Is it v5? v6? Who knows. Which brings me to point 2) Your versioning sucks. Hashes don't make good version numbers. Ever. Maybe make it something like "mod_uyjulianXrayMod_v7_<hash>_mc1.7.10.litemod" or something, so at least people can tell at a glance which version of the xray mod it is.

    Other than those two things though, like I said, I really like this mod. Keep up the good work!
    Posted in: Minecraft Mods
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    posted a message on Enhanced Spawners 2 [1500+ Downloads] Alpha is out for 1.8!
    I love this mod. Very clean and to the point. Can you maybe explain the auto-smelting feature in the 1.6 beta version a little bit?
    Posted in: Minecraft Mods
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    posted a message on kris91268's Light bridges and doors Version 2.0 [MC 1.7.10]. Create bridges and doors of light!
    Quote from Ferousolin
    will not load and causes my game to crash because there is an unknown charter in the config that has nothing in it.

    do have any suggestions to get it to work, this is for 1.6.4.

    Copy and paste your latest crash report into pastebin.com and link it here. Do the same for your config file.
    Posted in: Minecraft Mods
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    posted a message on Powerconverters (originally by PowerCrystals)
    First and foremost, THANK YOU PORTABLEJIM for giving this mod some much needed 1.7.10 life. Having all these different machines that all use their own power systems is a giant pain in nethers, but with this mod I can worry about it much less.

    I have noticed a few odd behaviors that might be bugs, though.

    • The EU consumers seem to simply count how much EU they've sucked up since they were placed, rather than count EU/t.
    • Buildcraft 6.0.17 wooden kinesis pipes keep draining power from the MJ producer, even if there's nothing hooked up.
    • (BC) Other kinesis pipes don't connect to the MJ producer, but the side of the producer that has a kinesis pipe turns green anyway.
    • (BC) If you have a wooden kinesis pipe hooked up to a MJ producer then put a pipe cap on the part that's hooked in, it still drains 6 MJ/t.
    • (BC) Wooden kinesis pipes are rated for 32 MJ/t input, but the energy bridge says each is drawing 33 MJ/t.
    I can add these as issues on your GitHub if you'd like, just say the word.

    Again, thank you for this mod!
    Posted in: Minecraft Mods
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    posted a message on kris91268's Light bridges and doors Version 2.0 [MC 1.7.10]. Create bridges and doors of light!
    Also, a few suggestions, if I may.

    1) The animation seems a bit ... odd. For instance, if I have a door enabled that's 3 wide and 4 tall, the part of the door that is next to the emitters has an animation going one speed, and the rest of the door is going a different speed (faster). Sometimes the bridge animation also seems to alter speed depending on the angle that I'm looking at it. (That one could just be the game engine - it's no big deal.)

    2) Allow us to place light doors on the floor. This could double as creating a wall and is much easier to build a concealed redstone mechanism for.

    3) Have an "inverted" type of emitter that is on unless a redstone signal is present, or maybe make it a mode of the emitter, toggled by shift-right-clicking.

    Again, thanks for the awesome mod. Your door is securing my castle entrance right now. :)
    Posted in: Minecraft Mods
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    posted a message on [Sound] Sonic Nope: Give ghasts a dose of shut the hell up!
    This only removes their idle 'moan' sound. The other sounds are still intact, so you still hear them when they spit a fireball at you or take damage or whatever.
    Posted in: Resource Packs
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    posted a message on [Sound] Sonic Nope: Give ghasts a dose of shut the hell up!

    Note: Works in 1.7.6+, 1.8, 1.9, 1.10, and 1.11.

    Ghasts. The floaty gasbags we all love to hate. The reasons are many, not the least of which is we can hear their moaning from forever away. So, I decided to give them a dose of shut the hell up. At least until they see you, then it's business as usual.

    Downloads:

    Manual Installation Instructions:

    1. Download resource pack zip file.
    2. Place resource pack zip file in your "resourcepacks" folder inside your Minecraft folder.
    3. Start Minecraft.
    4. Enable the resource pack in the "Options" >> "Resource Packs" menu.
    5. Enjoy the Nope!

    Credits:

    • @benjsperry for creating ionicons (part of the pack picture is based off an icon in there).
    • Mojang and the Minecraft Wiki for the ghast picture.
    Posted in: Resource Packs
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    posted a message on MineMenu - v1.2.0 - Radial menu, 'nuff said
    Quote from dmillerw
    Just released v1.0.5!

    * Added support for opening menu using mouse buttons



    This should fix fix that crash.

    :Diamond:

    You rock! I'll download that and install it right now!
    Posted in: Minecraft Mods
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