Hey guys, make sure the DATE FORMAT/TIME is set correctly, if not it will give you that message, that helped me!
What date format / time are you referring to?
I am having this problem with the launcher right now on a freshly built laptop. Both of my accounts are saying incorrect password. My date & time are correct, as is the time zone. Both accounts can log in at minecraft.net with no problems.
Is the authentication server broken or something? Doesn't seem like it.
I deleted .minecraft, restarted the launcher, and still have same problem.
UPDATE: Not sure what was wrong. I just rebooted and now it works, so who knows?
MagicLauncher eh? Yucky. You could build an instance in MultiMC, zip it, and let people download that so there would be zero setup needed on their part. Could even include the world. Or I could make that real quick...
(Update: I got banned for 3 weeks for posting the above link)
It is MC 1.5.2 with Forge build 703.
ShadersMod & OptiFine pre-installed.
World already created with SEUS for the seed.
SEUS shaderpack v10.1 included and already turned on in the options.
All settings at their default (draw distance: normal, FOV: normal, etc).
Feel free to use my link, EskimoNoise, if you want to. Just trying to make it easier for newbs helpful people so you can get some more results for your database.
For my own results, I need to do this on my home PC (i5-2550k @ 4.6ghz, GTX 660 @ 15% overclock, 16GB RAM). I did try it briefly on my work laptop (i5-560, ATi FirePro M5800, 8GB RAM) just to laugh at it, and it was a laughable 6 to 8 fps @ 1080p.
and How to Install UE,cuz i tryed all types of install,Magic Launcher,mods & coremods,minecraft.jar and none worked!
You don't install UE. UE is not itself a mod that you install on your client. It's an API that other mods use to be compatible with each other.
So when you're looking at the mods at universalelectricity.com, just ignore the first tab, which is for Universal Electricity API, which you don't need. The other tabs are the mods. You can choose just 1 of them or all of them and you do not need to download any Universal Electricity or BaseComponents mods. Just ignore UE & BC.
Oh also, ditch MagicLauncher and use MultiMC. It is much better, IMO.
FYI, if anyone is having issues with latest CMS not recognizing any biomes from other mods, like Biomes O' Plenty and Twilight Forest, I found that this mod was breaking all biome names:
If it's okay to share this, I combined Mineshopper & Psientist textures and adapted them for v1.5.2. It uses the 64x block textures from Mineshopper for all of the blocks & items except for the two 256x reef textures from Psientist because I really liked his textures for those two.
If I shouldn't be sharing this, let me know and I will remove it, or just delete this post. Thanks!
All of the UE mods are working in MC 1.5.1. Well, I haven't tested their operation yet, but the game loads with only two ID conflicts (@ 1 and @ 31743 - talk about being at opposite ends of the ID spectrum, haha) that I haven't investigated yet. Maybe they are supposed to overwrite those IDs. All I have set up so far is MC 1.5.1 + Forge 662 + LWJGL 2.90 + All UE mods using either the recommended build if there is one or the latest build if there is no recommended one.
So are any of Chocapic's shader packs actually built for parralax occlusion and all the textures packs built for that? Because for me, everything shows up as blue because the shaders aren't using the lightmaps in the TP's. This is when I tried the "parralax occlusion -- ultra" and the "--medium" one as well. The TP's all look great with SEUS & Silfur's shaderpacks.
I didn't install the Chocapic shaders in the ghetto way (putting them in minecraft.jar). Instead, I just zipped them individually and put them in the shaderpacks folder, like it should be.
I've also tried V3 previews 3 & 4 but they also don't use the lightmaps correctly.
Am I missing something?
Update: Pretty sure none of the Chocapic shaders are working at all, even when I stick them in minecraft.jar/shaders then enable "shaders" in the shader options. I tried the cel-shading one too and it doesn't do cel shading at all. The blue/red lightmaps don't get translated, like there is no shader active yet I have the parralax ultra one enabled.
FYI, I am using the right versions of everything and the other shader packs I try all work.
For the bukkit DynMap users out there...mikeprimm updated the BoP texture file to include all the textures now. I believe it was build 632 when this was updated (http://jenkins.primmhome.com:8080/job/dynmap/). However, the biomes list is still old (because he didn't want to break the plugin for the people using the old BoP biomes list), so if you have a current BoP, you will need to rem out 5 of the biomes in the DynMap BoP textures txt file (\plugins\dynmap\renderdata\biomes-o-plenty-texture.txt). If you don't, you will get a biome ID error during server start and DynMap won't continue processing the textures file and you won't see any BoP textures on your DynMap.
Those 5 biomes to rem (or delete) are:
Meadow Forest
Promised Land (Hills)
Promised Land (Swamp)
Tundra (Dry)
Wasteland (Trees)
This is probably my favorite mod, and I've tried a lot of mods. I'm a bit stumped and am hoping some other server owners out there can help me out.
My problems are:
1) My server is set to the default difficult of 1, which is "easy". However, it still spawns all the ogres and wraiths even though they are set to only spawn on normal or hard difficulties. This is in the config file on the server. Maybe one of my other mods forces the game to be in "normal" or "hard" difficulty.
2) I can't get vanilla creatures to spawn at all - no sheep, cows, pigs, or chickens. No mobs like creepers and skeletons. They did spawn at one point, but aren't anymore and I can't figure out why. Which brings me to my next question:
I have searched for definitive answers but haven't found any yet. I really don't know what they do. ChangeVanillaSpawns is essential the same language as ModifyVanillaSpawns...in english those two things mean the same thing. So what do they do? What's the difference? DespawnVanilla definitely seems like it would just despawn all vanilla creatures, but would it spawn vanilla creatures based on the settings in mocreatures.cfg?
I think my maxMobs=80 setting is too high and might be pushing out the vanilla spawns...I guess...it was set to 30 not long ago and I still didn't see any vanilla creatures.
I see from post #20865456 that maybe there's a problem with Thaumcraft & the mob spawner. I will do some more testing and see what I can figure out.
FYI, I'm running MCPC+ for my server using MindCrack mods plus another ~20 mods, so a reported 81 mods, along with a dozen or so Bukkit plug-ins.
Here is my mocreatures.cfg from my server:
# Configuration file
# Generated on 3/4/13 2:53 PM
####################
# general
####################
Maybe I need to ditch CustomMobSpawner and try Mob Spawn Control. Or just wait for the next Mo' Creatures because it sounds like the spawning is getting reworked.
1
What date format / time are you referring to?
I am having this problem with the launcher right now on a freshly built laptop. Both of my accounts are saying incorrect password. My date & time are correct, as is the time zone. Both accounts can log in at minecraft.net with no problems.
Is the authentication server broken or something? Doesn't seem like it.
I deleted .minecraft, restarted the launcher, and still have same problem.
UPDATE: Not sure what was wrong. I just rebooted and now it works, so who knows?
1
OK here it is. Just download this, extract it, and run MultiMC.exe. It's 27MB. https://www.sugarsyn..._64949350_27570(Update: I got banned for 3 weeks for posting the above link)
It is MC 1.5.2 with Forge build 703.
ShadersMod & OptiFine pre-installed.
World already created with SEUS for the seed.
SEUS shaderpack v10.1 included and already turned on in the options.
All settings at their default (draw distance: normal, FOV: normal, etc).
Feel free to use my link, EskimoNoise, if you want to. Just trying to make it easier for
newbshelpful people so you can get some more results for your database.For my own results, I need to do this on my home PC (i5-2550k @ 4.6ghz, GTX 660 @ 15% overclock, 16GB RAM). I did try it briefly on my work laptop (i5-560, ATi FirePro M5800, 8GB RAM) just to laugh at it, and it was a laughable 6 to 8 fps @ 1080p.
1
You don't install UE. UE is not itself a mod that you install on your client. It's an API that other mods use to be compatible with each other.
So when you're looking at the mods at universalelectricity.com, just ignore the first tab, which is for Universal Electricity API, which you don't need. The other tabs are the mods. You can choose just 1 of them or all of them and you do not need to download any Universal Electricity or BaseComponents mods. Just ignore UE & BC.
Oh also, ditch MagicLauncher and use MultiMC. It is much better, IMO.
1
http://www.minecraftforum.net/topic/1679684-forge-152-aroma1997s-dimensional-world/page__st__20
Too bad because that is a cool mod and works well other than breaking all biome names
1
If I shouldn't be sharing this, let me know and I will remove it, or just delete this post. Thanks!
CoralReefMod 1.5.2 Textures - 64x & 256x - https://www.sugarsyn..._64949350_29666
1
All of the UE mods are working in MC 1.5.1. Well, I haven't tested their operation yet, but the game loads with only two ID conflicts (@ 1 and @ 31743 - talk about being at opposite ends of the ID spectrum, haha) that I haven't investigated yet. Maybe they are supposed to overwrite those IDs. All I have set up so far is MC 1.5.1 + Forge 662 + LWJGL 2.90 + All UE mods using either the recommended build if there is one or the latest build if there is no recommended one.
Home-made 1.5.1 Ampz pack here I come!
(Screenshot of my mods folder if anyone needs it)
1
I didn't install the Chocapic shaders in the ghetto way (putting them in minecraft.jar). Instead, I just zipped them individually and put them in the shaderpacks folder, like it should be.
I've also tried V3 previews 3 & 4 but they also don't use the lightmaps correctly.
Am I missing something?
Update: Pretty sure none of the Chocapic shaders are working at all, even when I stick them in minecraft.jar/shaders then enable "shaders" in the shader options. I tried the cel-shading one too and it doesn't do cel shading at all. The blue/red lightmaps don't get translated, like there is no shader active yet I have the parralax ultra one enabled.
FYI, I am using the right versions of everything and the other shader packs I try all work.
1
Those 5 biomes to rem (or delete) are:
Meadow Forest
Promised Land (Hills)
Promised Land (Swamp)
Tundra (Dry)
Wasteland (Trees)
1
My problems are:
1) My server is set to the default difficult of 1, which is "easy". However, it still spawns all the ogres and wraiths even though they are set to only spawn on normal or hard difficulties. This is in the config file on the server. Maybe one of my other mods forces the game to be in "normal" or "hard" difficulty.
2) I can't get vanilla creatures to spawn at all - no sheep, cows, pigs, or chickens. No mobs like creepers and skeletons. They did spawn at one point, but aren't anymore and I can't figure out why. Which brings me to my next question:
Can anyone tell me exactly what these options do?
ChangeVanillaSpawns=true
DespawnVanilla=false
ModifyVanillaSpawns=false
I have searched for definitive answers but haven't found any yet. I really don't know what they do. ChangeVanillaSpawns is essential the same language as ModifyVanillaSpawns...in english those two things mean the same thing. So what do they do? What's the difference? DespawnVanilla definitely seems like it would just despawn all vanilla creatures, but would it spawn vanilla creatures based on the settings in mocreatures.cfg?
I think my maxMobs=80 setting is too high and might be pushing out the vanilla spawns...I guess...it was set to 30 not long ago and I still didn't see any vanilla creatures.
I see from post #20865456 that maybe there's a problem with Thaumcraft & the mob spawner. I will do some more testing and see what I can figure out.
FYI, I'm running MCPC+ for my server using MindCrack mods plus another ~20 mods, so a reported 81 mods, along with a dozen or so Bukkit plug-ins.
Here is my mocreatures.cfg from my server:
# Configuration file
# Generated on 3/4/13 2:53 PM
####################
# general
####################
general {
S:AnimateTextures=true
S:AttackDolphins=true
S:AttackHorses=false
S:AttackWolves=true
I:BatFreq=4
I:BearFreq=4
I:BeeFreq=4
I:BigCatFreq=4
I:BirdFreq=4
I:BoarFreq=4
I:BunnyFreq=4
I:ButterflyFreq=4
I:COgreFreq=2
S:COgreStrength=4.0
I:CaveOgreFreq=2
S:CaveOgreSpawnDifficulty=Normal
S:CaveOgreStrength=5.0
S:ChangeVanillaSpawns=true
I:ChickenFreq=4
I:CowFreq=4
I:CreeperFreq=5
I:CricketFreq=3
I:CrocFreq=4
I:DeerFreq=4
S:DespawnVanilla=false
S:DestroyDrops=false
S:DisplayPetEmotions=true
S:DisplayPetHealth=true
S:DisplayPetNames=true
I:DolphinFreq=4
I:DragonflyFreq=2
I:DuckFreq=4
S:EasyBreeding=true
B:ElephantBulldozer=false
I:ElephantFreq=5
I:EnderFreq=2
I:FOgreFreq=2
S:FOgreStrength=4.5
I:FWraithFreq=2
I:FireOgreFreq=2
S:FireOgreSpawnDifficulty=Hard
S:FireOgreStrength=4.0
I:FireflyFreq=4
I:FishFreq=15
I:FlameWraithFreq=1
I:FlyFreq=4
I:FoxFreq=4
I:FreqElephant=4
I:GhastFreq=4
I:GoatFreq=4
I:GolemFreq=1
I:HellratFreq=4
I:HorseFreq=4
I:HorseMobFreq=2
I:ItemID=8772
I:JellyfishFreq=10
I:KittyFreq=4
I:KomodoDragonFreq=2
I:KomodoFreq=2
I:MagmaCubeFreq=4
I:MiceFreq=4
B:ModifyVanillaSpawns=true
I:OcelotFreq=4
I:OgreFreq=1
I:OgreRange=7
S:OgreStrength=3.5
I:OstrichFreq=4
I:ParticleFX=3
I:PigFreq=5
I:PigZombieFreq=4
I:RatFreq=4
I:RayFreq=15
I:ScorpionFreq=4
I:SharkFreq=2
I:SheepFreq=6
I:SkeletonFreq=5
I:SlimeFreq=2
I:SnailFreq=4
I:SnakeFreq=4
S:SpawnPiranhas=true
I:SpiderFreq=4
I:SquidFreq=3
S:StaticBed=true
S:StaticLitter=true
I:TurkeyFreq=4
I:TurtleFreq=4
I:WWolfFreq=1
I:WerewolfFreq=1
I:WolfFreq=4
I:WraithFreq=1
I:ZebraChance=4
I:ZombieFreq=4
B:allowInstaSpawn=true
S:classToSpawn=Ray
B:enableOwnership=true
S:flameWraithSpawnDifficulty=Normal
I:maxAnimals=125
I:maxAquatic=30
I:maxMobs=80
I:maxTamedPerPlayer=20
S:ogreSpawnDifficulty=Normal
S:sharkSpawnDifficulty=Easy
I:spawnN=5
I:spawnTickRate=20
S:useCustomSpawner=true
B:verboseConsole=false
S:wereSpawnDifficulty=Normal
S:wraithSpawnDifficulty=Normal
}
Maybe I need to ditch CustomMobSpawner and try Mob Spawn Control. Or just wait for the next Mo' Creatures because it sounds like the spawning is getting reworked.
1