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    posted a message on Artifactovol

    New modpack started this month, and a new map! Artifactovol is officially 1.8.9 modded Minecraft! See the mod list on artifactovol.ca

    Posted in: PC Servers
  • 0

    posted a message on [FORGE] TooMuchTime - v2.5.0 - Control over Minecraft's day/night cycle
    Quote from GalacticPVP123»

    does this work in a server?


    Yes, it does. Just remember to set the config file to the day/night times you want to use and you're golden.

    Posted in: Minecraft Mods
  • 0

    posted a message on Artifactovol

    Hi Violoto,

    Whitelist approved. As we do use a private custom modpack I will send you a PM to get you access to that.


    Hope to see you online soon!

    Posted in: PC Servers
  • 0

    posted a message on Artifactovol

    New seed, new name, revised modpack running in Minecraft 1.7.10. Restart of the map occurred early July, 2015. Please see www.artifactovol.ca for information! If you click the link real quick you might just get the placeholder page before it is ready!

    Posted in: PC Servers
  • 0

    posted a message on VoxelMap [1.15.2 to 1.7.10] - a minimap and worldmap

    Is there any version of this planned to be released that does NOT require liteloader? I've used that in 1.8 and hate the install process.. :(

    Posted in: Minecraft Mods
  • 1

    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    I have seen upgrades get deleted occasionally myself but I figured that one out. If you have NEI in cheat mode the upgrade slot in the machine's GUI overhangs the NEI area and CAN (not always) delete the upgrade you are attempting to install. Simple fix: don't be in NEI's cheat mode! Use recipe mode for NEI and the upgrades always install fine.
    Posted in: Minecraft Mods
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    posted a message on [FORGE] TooMuchTime - v2.5.0 - Control over Minecraft's day/night cycle
    I was able to (with help), verify that with ONLY this mod and forge installed the dimension 0 unloads only seconds after going to the nether, thus crashing your game on attempting to re-enter the overworld. This is easily duplicated in SMP and other dimensions.



    Is the author still updating this mod? This problem may be serious enough to consider stopping to use it if not addressed..
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Quote from KareemOWheat»
    Hi, Love the mod.



    I'm sorry if this has been answered before, but is there a way to get the machines from this mod to work with modded ores, specifically the Metallurgy 4? I love the factories but they wont process most of my ores. D:

    Have you tried using the mod AOBD? Good compatibility mod that brings many of the different ores to be compatible with each other.
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Quote from Brawl»
    It would be really nice if Mekanism integrated the ore dictionary into the registering of the ore processing items (crystals, clumps, etc) Gregtech does something along those lines by checking all of the registered ores and automatically creating dusts, crushed ore, and so on so foreign ores can all be processed in the same way. For example, I would like to be able to process metals from Metallurgy via Mekanism to get the 5x multiplier.

    Quote from grimallq»
    There's already a mod that does that for Mekanism, so that feature is rather superfluous.

    I believe it is this mod: AOBD ?
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    On the Mekanism Wiki page for sodium: http://wiki.aidancbrady.com/wiki/Sodium There's no mention of Sodium (other than the redirect to the "gases" page). I've been trying to figure out what use Mekanism introduced for this "gas" ... For now, I'm storing it in gas tanks, but I'd love to know if anyone has actually found out what can be done with this.

    Google search and searching this thread specifically hasn't gotten me any closer to realizing, so I thought I'd post the question. If this HAS been answered already, a point in the right direction would be awesome!

    Thanks!

    p.s. not complaining or anything ... but isn't sodium a solid at standard room temperatures? Even so, I have no idea what I'd do with stacks of sodium in Minecraft...
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    According to your crash log you do not have Coroutil mod installed. Zombie awareness needs that in order to run... That caused your "no such method" error
    Posted in: Minecraft Mods
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    posted a message on Modded Crash (I need help)
    Right near the end of the crash report it suggests:
    Warning: You have mods that change the behavior of Minecraft, ForgeModLoader, and/or Minecraft Forge to your client: Optifine These may have caused this error, and may not be supported. Try reproducing the crash WITHOUT these mods, and report it then.

    Have you tried removing optifine as suggested there? I've found that there are some mods out there that get broken by the things optifine has had to do to work in 1.7.10... I think Tinker's Construct may be one of the affected mods..
    Posted in: Java Edition Support
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    posted a message on overworld not loaded?
    While I can't say which mod caused the overworld to unload - thus causing your error (Line 7: java.lang.RuntimeException: Cannot Hotload Dim: Overworld is not Loaded!) - I can say that there is a way to overcome the issue if you can get a chunkloader put down somewhere in the overworld.

    Don't make it chunkload 16 chunk radius or anything.. even 1 chunk is enough to stop whatever mod is trying to unload the one world that must never be unloaded.
    Posted in: Java Edition Support
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Quote from Zratrek»
    using your mod, really like it. I discovered that zombieawarness is crashing when in nether :

    java.lang.RuntimeException: Cannot Hotload Dim: Overworld is not Loaded!





    java.lang.RuntimeException: Cannot Hotload Dim: Overworld is not Loaded!

    at net.minecraftforge.common.DimensionManager.initDimension(DimensionManager.java:230)
    at net.minecraft.server.MinecraftServer.func_71218_a(MinecraftServer.java:705)
    at ZombieAwareness.ZombieAwareness.onTickInGame(ZombieAwareness.java:183)
    at ZombieAwareness.ZombieAwareness.onTick(ZombieAwareness.java:157)
    at ZombieAwareness.ZAEventHandlerFML.tickServer(ZAEventHandlerFML.java:19)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_0_ZAEventHandlerFML_tickServer_ServerTickEvent.invoke(.dynamic:-1)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
    at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)












    Java

    • Oracle Corporation 1.7.0_67


    Minecraft

    • Minecraft 1.7.10


    FML

    • 7.10.85.1231




    MCP

    • MCP v9.05


    Forge

    • 10.13.2.1231


    Branding

    • Minecraft 1.7.10
    • MCP v9.05
    • FML v7.10.85.1231
    • Minecraft Forge 10.13.2.1231



    According to the crash log, it said the error was in the overworld not being loaded. I've seen this happen and not been able to tie it directly to coroutil or zombieawareness (though I do use them). This can be overcome by ensuring the overworld is never unloaded using something such as a railcraft admin anchor or a chickenchunks chunkloader somewhere in the overworld dimension.

    What you're seeing is zombieawareness checking for something that needs the overworld (even when you are in the nether) and, upon finding the dimension unloaded, it crashes.

    I'm quite certain that whoever thought programming a method to unload the overworld didn't realize that this should NEVER be done.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Quote from NK53»
    I've been seing these since i downloaded the mod

    I've seen those green triangles too.. But I only use zombie awareness and coroutil from this author.. I don't know yet where those visuals come from but I have doubts about zombie awareness and coroutil causing them. Still.... if it is.. WHAT are they?
    Posted in: Minecraft Mods
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