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    posted a message on 1.7.10 Survival Magic Modpack, not/ [considering] available for download, list only [atm]
    Here's a quick playrun (took me a while, my sons laptop is the only capable laptop of recording it :)

    Posted in: Mod Packs
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    [quote] This is an error from Mine-Blade Battlegear2. There is an hotfix which you can download at their page.
    I'm running 1.7.10-MB_Battlegear2-Bullseye-1.0.6.3.jar

    I didn't see anything in the way of hotfix's to download other than telling me to download the latest package. Care to give a little more guidance? When I hear hotfix, I'm thinking that it's an addon .jar vs a newer package. If it is a newer package, maybe I don't know where a beta is hosted at?

    You know... I'll test it out with this mod removed and yours enabled to see if iindeed these two are conflicting.

    well... nm

    I don't seem to have the issue anymore... I don't know what happened. I pulled Bettersprinting and Project Zulu (because of another crash I was getting), tried just mines and battlegear 2 and it worked, then added in pchan3mod and it worked... so idk
    Posted in: Minecraft Mods
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    posted a message on Better Overworld : Project Zulu 1.7.10 -- Mobs, Blocks, Items, Structures and Game Mechanics -- UPDATED TO v1.4C2 (03/07/2015)
    your mod (or a potion effect on a creature in your mod?) crashed my client (but not the server). Tried it without optifine, same issue

    http://paste.ee/p/XrLJw





    great mod btw
    Posted in: Minecraft Mods
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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!



    I think I was just hungry, but it was the blue stars. For some reason I seem to be a bit hungrier I guess... When I oped myself and gave myself a bunch of apples, I was able to jump...

    So either it was a user or food issue. I'm thinking the latter, as I didn't op myself when I had the issue last time.

    Are these blue stars/plus' in the bottom right hand corner (just above the tree saplings) enviromine? Do they represent stamina?

    If there not enviromine, I'm sorry... woops.
    Posted in: Minecraft Mods
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    posted a message on 1.7.10 Survival Magic Modpack, not/ [considering] available for download, list only [atm]
    I've been making a lot of progress on this, and learned how to setup my own server environment along the way. Currently I have v3 of this modpack running atm.

    The first one I did, the client would load, but the server would never run well enough.

    v2 I got the server up well enough (shoutout to the helpful channels on esper.net, primarily #multimc and #cauldron and #spigot), just troubleshooting crashes. (kept a backup of)

    v3 I updated a bunch of base mods(26, but maybe only 15 were confirmed version updates); which is no easy task... the ui mod tool to do updates... don't use it, it will delete your mods even when it failed to download the update; added tinkers mechworks and removed pchan3's mod due to what I believe is a forge build conflict (one of the updated mods required forge 1232+) on my client end.



    https://docs.google.com/spreadsheets/d/1--oRFxBlUB5G73MXztBk987bDE1AvZC0ZjPC0xvygDA/edit?usp=sharing

    The Modpack, Survival Magic

    It is rather fun, I really have no idea how to play all the mods. The point of this was to have so many themed things to choose from early on, I'd have an endless time enjoying it all from the start. My prior experience with MC is minimal. I've literally only been playing MC for about 1 month, occasionally a few minutes at a time on android. I come from a little bit of programming experience, but I certainly enjoy playing modded games... when I found out Minecraft mods were modular and generally worked on top of each other... My desire to make a virtual modded world for my 6 y/o son and I. He loves it btw, he quickly learns what the mods are and is sometimes aware of their concepts already from youtube.

    I have an overall theme between updates... If I can maintain 80 to 95% of the mods between version updates and expand or fix it's core functionality, then the "spirit" of the modpack has been maintained.

    The modpack is pretty intensive though. I wasn't able to play it on a machine with 2GB of ram, and it requires Java 7. With a server, any client can connect. I've never tried playing it via client, I imagine it would work fine as long as someone has a quad core computer :) However, my server has special optimizations to limit the # of creatures in the game, lag mods like lag b gone might be needed to play appropriately. I personally use pTweaks. If one wishes to setup their own server, I can only provide mods, & config base packages atm.

    His favorite is lucky blocks. Of course.

    Sharing

    I'd like to share this modpack. What I've been doing is logging each forum or feed I can get reliable updates and contact with the mod creator from for each mod. I'm also taking note of any and all mods that require special permissions when I come across them. I imagine I will have to do a bit of hw unless of course the community can crowdsource me who they know where I need permission and where I don't. I believe Mobius lets you just play, but Mo's Creatures certainly not, DragonAPI I just need permission, fastcraft nogo. Etc, etc.

    Updates/Permissions

    So... what i'd like to do... is since I'm logging all the url's for these mods that have permission conflicts. Is provide the URL's to the players who wish to extend the base package. I don't know if providing config files would be in violation of the mod authors original terms, but I would hope note (i.e. to resolve ID conflicts). So I could include config packages for users to just drop in place.

    If I could get any help on how I could go about efficiently updating these mods, I'd love to know. As is I may just create a saved session in firefox after I have all the URL's open. *cough* *cough* If I could get a team of people who would offer to ensure a *group of packages* were maintained, that would make things a lot easier. I have about 140 mods to keep track of, so far the only update notices I get is through the ui update checker and it's a lot of work jumping between versions. Mods can stop working, forge can be required to be updated.

    I think the setup would be minimal. The configs in place will work with the missing mods due to the modularity of the whole system] regardless. Dependency packages (if blocked permission wise) would obviously not include any subsequent mods.

    If there is indeed interest in this (I will try seeing about a camstudio run of this mod in action so you guys can get a feel), I'll rename/or create a new thread.
    Posted in: Mod Packs
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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    So... I updated this modpack I got going on, which was another story in itself. I assumed the internal update tool which conveniently offered to delete my old mods for me... which only downloaded 2/26 of my new mods... that was fun...

    anyways...now when I spawn in enviromine...

    Things seem to be working, but I lose available slots of what I guess you would call, "stamina" or "endurance"... the little blue stars in the upper right hand corner. Anyways, the stars only fill up (on the right hand lower side) to a max of 3-4 stars. The stars never replenish past that. It happens often right when I spawn. It's kind of annoying as I can't jump. Which is murder in itself.

    Oh yes, correlated with this is my hunger/food 'bar' is at it's lowest as well.

    Update
    I just watched it in action.

    What happens is. I'm playing and as the bars "refill"... they freeze at a certain point.

    Whatever integer that the bar fills at is the max I can recharge at [which is displayed next time I attempt to jump]
    confusing i know. But basically the stars while regenerating freeze while they are regenerating. Whatever point they freeze at is my new cap. And it's stuck they. It never attempts to regenerate.

    Disconnecting/reconnecting seems to solve it, but I have to constantly do that each based on my jumps.

    Update 3

    What happens is my client locks the last # of stars that were left remaining. So each subsequent time I have less available. If I do not have enough stars to perform a action, it doesn't occur, so I get locked out at about 3-4 stars. Hence the issue I'm having.

    Seems to be affecting just me... I'm going to try running as a new name.

    Update 4
    The issue seemed to be resolved with some sort of permissions thing I guess. After joining under a new name, my energy bar refilled. My son's PC however seems to be stuck on infinite (no energy loss)... :) but I'll let him slide.

    Update 5
    The issue repeated itself...
    Posted in: Minecraft Mods
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    thanks for spending time on working on abandoneware mods!



    I got this error after doing a bunch of udpates to other mods in my modpack, the server seemed to generate a new world with pchan3mod enabled, but I couldn't get my client up, it would crash... which has me scratching my head.

    http://paste.ee/p/ptjlx

    I believe it's related to moving from forge 1231 to 1232 because of some mods. I'll try diff forge versions.

    I tried with 1240, nogo.

    Damn... I don't even know what mod it was that needed 1232... But some mod I updated needed forge 1232 and that's the only thing I can guess as to why my client crashes with this mod and not my server. Since the server has the same mods.
    Posted in: Minecraft Mods
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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Just wanted to say that my son and I love your mod.

    We just figured out how to work the water system. He loves it. He just turned 6 last month and we got him Minecraft and I went through all the effort to make a generous modpack and your mod stands out at the forefront of survival, but not enough to put my 6 y/o son off :)

    Reminds me of terrafirma and Dwarf Fortress and Survival except through a realistic temperature and biological environment.
    Posted in: Minecraft Mods
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    posted a message on Is it possible to compile a Minecraft Server environment on Android?
    I'm just asking.

    I read 2 other threads that have been locked, and generally people think it's a bad idea

    That is all. I know software has to be compiled for the OS/environment it is to be ran on. I was thinking since Android ~Linux Base... that maybe there are tar.gz files out there that can be compiled.

    Assuming the hardware was capable.

    [edit] couldn't forge an ofshoot be compiled

    Anyways, someone pointed out it's not just one .jar I'm worried about, but all the libraries as well.
    Posted in: Computer Science and Technology
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    I love your mod. I wanted to stop by and thank you for making it available to the public for general [persona]l use.

    :)
    Posted in: Minecraft Mods
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    posted a message on MultiMC Game main menu turns small and there are no buttons
    that's weird. I added this to my server, and my client did this... without being connected. Then I decided that the flag saved me a bunch of fps... so I enabled it on my client.
    Posted in: Java Edition Support
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    posted a message on 1.7.10 Survival Magic Modpack, not/ [considering] available for download, list only [atm]
    I got this modpack working.

    It's basically as much magic and survival stuff I could cram in with little to no tech mods. I do like tech, but I wanted it to be fantasy related. So I individually went through and understood what each mod was bringing before I included it.

    Was a lot of work, but I found all the compatible mods and did the homework.

    ATM, I have DragonAPI mods excluded but that's only because I proceeded to implement the modpack while I was still troubleshooting dragonAPI issues... I plan on adding a few more mods... but I'm having server tick issues atm. Trying to figure out how to setup cauldron (unofficial branch) for 1.7.10 to do a /timing analysis on.

    This modpack may never be available for download. Depends if I get the effort enough to ask for all the needed permissions. That's why I have this posted as a spreadsheet only.

    I would like to create a modpack from this, but I'd have to figure out where I need to get perm's from; but honestly. This modpack is super duper heavy. I would hope the spirit of magic survival themed modpacks might find some discussion here, maybe continue it down the line into a viable modpack that has all the permissions in place.

    https://docs.google.com/spreadsheets/d/1--oRFxBlUB5G73MXztBk987bDE1AvZC0ZjPC0xvygDA/edit#gid=1630891114

    check it against this pic though, because the pic shows the struckouts


    Posted in: Mod Packs
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    See how easy reading instructions makes this?

    I wrote those instructions. you mentioned renaming the zip would fix an error. Yeah...

    Either way, not very clear. The conversation from the start should have been rename the .zip to a .jar and be done with it.

    But thank you for your work. Don't mind me. I'm very frazzled, but my modpack (- this of course) is working!
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    okay, I renamed

    DragonAPI 1.7.10 V3b.jar.zip

    to

    DragonAPI 1.7.10 V3b.jar



    and I'm good to go apparently.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Caused by your jars being zips. Also, to be perfectly honest, the fact you are even having and reporting this error, when it and its fix was repeatedly explained in the last 12 hours, leads me to question how hard you are actually trying to follow instructions.

    what fix?
    this one?

    "Exactly. The entire directory tree, to be precise, stripped of everything but the contents of the api folder, so you get the api files in /dan200/computercraft/api inside the JAR. But since grimallq pointed out the issue seems to be resolved with the latest DragonAPI from Reika try that first."

    Because in that same line... it says you updated the zip/jar where it's not needed. So i'm not 100% sure what I'm supposed to do. Either pull the api folder from computercraft or just rely on the zip.

    As to my understanding, all day you've been telling me to use the download, that I don't need to worry about the api folder because the zip has been updated.
    Great. Those are the instructions you told me to follow. There were no other instructions.
    Someone else earlier recommended I move an api file, which I DID try but didn't work anyways. So Reika says... no I don't need to, just use the zip.
    Well. Either way, can't get it to work.
    I'm been working on testing 150 mods over the past week. This is one of the ones I couldn't figure out it's dependency. Can someone please PM me, as I'm not getting anywhere here apparently.

    Oh yeah, this is where I'm very green. I have no idea what I'm supposed to do with a jar file that is a .zip. I always left them alone and ignored the fml messages. Am I supposed to do something different with jar files that come as .zips?

    Maybe I'll just wait for v3b...

    wait... 3b is here.

    okay... so I downloaded 3b... I get an illegal access error
    http://pastebin.com/SSAgWYyH

    I mean... if I'm doing something wrong. Could someone give me a post # where I can follow steps to resolve the issue?

    Am I supposed to modify the downloaded file in any way before I place it in my mods folder? As is, I place the downloaded .zip file into my mod folder which seems to work for any other zip mod files.
    Posted in: Minecraft Mods
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