I've had this mod for a while now, and I love it a lot, thanks!
Rollback Post to RevisionRollBack
"There are many things in this world, malign things. If you come with me, you will be sparred, if you stay here, I pity your foolishness." -Tzun Lajn (Me)
I just want to note that forge has its own modloader,so,I tried using the mod with Forge only and not modloader and it worked!So now you can remove the modloader link because you don't need modloader.
Oh, it works without Modloader? That's weird O.o
I think I'll keep it there for now just to test it.
Glad to hear that
Oh, it works without Modloader? That's weird O.o
I think I'll keep it there for now just to test it.
Glad to hear that
Very well
Thanks! I love hearing this.
Yeah, no problem. I love mods that add this kind of thing, not just the base tools, but you added creativity and sorta made the mod distinct and unique.
"There are many things in this world, malign things. If you come with me, you will be sparred, if you stay here, I pity your foolishness." -Tzun Lajn (Me)
Yeah, no problem. I love mods that add this kind of thing, not just the base tools, but you added creativity and sorta made the mod distinct and unique.
And it's not even over yet
Adding awesome effects for even more items just like armor.
Mods loaded: 1
ModLoader 1.2.5
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 9f578458 --------
Generated 7/27/12 4:08 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_05, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6310 Graphics version 4.1.10834 Compatibility Profile Context, ATI Technologies Inc.
cpw.mods.fml.common.LoaderException: java.lang.ClassCastException: mod_MinecraftForge cannot be cast to cpw.mods.fml.common.modloader.BaseMod
at cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:114)
at cpw.mods.fml.common.Loader.preModInit(Loader.java:235)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:593)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:193)
at net.minecraft.client.Minecraft.a(Minecraft.java:383)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassCastException: mod_MinecraftForge cannot be cast to cpw.mods.fml.common.modloader.BaseMod
at cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:107)
... 6 more
--- END ERROR REPORT f56b195d ----------
Mods loaded: 1
ModLoader 1.2.5
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 9f578458 --------
Generated 7/27/12 4:08 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_05, Oracle Corporation
VM: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6310 Graphics version 4.1.10834 Compatibility Profile Context, ATI Technologies Inc.
cpw.mods.fml.common.LoaderException: java.lang.ClassCastException: mod_MinecraftForge cannot be cast to cpw.mods.fml.common.modloader.BaseMod
at cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:114)
at cpw.mods.fml.common.Loader.preModInit(Loader.java:235)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:593)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:193)
at net.minecraft.client.Minecraft.a(Minecraft.java:383)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassCastException: mod_MinecraftForge cannot be cast to cpw.mods.fml.common.modloader.BaseMod
at cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:107)
... 6 more
--- END ERROR REPORT f56b195d ----------
Adding awesome effects for even more items just like armor.
Hey, I'd love to work with you on this, I'm not exactly able to program or anything (Learning how to atm) but I'm full of ideas.
Rollback Post to RevisionRollBack
"There are many things in this world, malign things. If you come with me, you will be sparred, if you stay here, I pity your foolishness." -Tzun Lajn (Me)
Sorry for double-bumping here, but I just wanted to let you guys in on what's been happening.
Basically, lately I haven't been working on the mod, mostly because I'm addicted to DayZ.
However, tonight (well, morning since I woke up at 1 am), I started working on it and found out that I forgot a lot.
Although, I refreshed myself, and fixed a TON of stuff.
TL; DR
This is some of the stuff I did:
1. Added a special item as mentioned above that causes much mayhem
2. Fixed MANY bugs with the slingshot as well as added a few nice features about it.
They are as follows...
- Slingshots are now only made with diamonds as opposed to diamond blocks, but they break after 850 uses.
- Slingshots can now be used in creative mode
- Instead of using one of every gem's pellets you have in your inventory, it uses the most valuable ones first (one by one) to reduce lag and increase realism with the slingshot (Example: If you have 5 Sapphire Pellets and 2 Amethyst Pellets in your inventory, the slingshot will fire a Sapphire Pellet on right click 5 times, then fire an Amethyst Pellet on right click 2 times.)
- Cleaned up the code quite a bit (there were many fragments that were not needed such as two lines of code that reversed each other, etc.)
3. Changed the names of the rings to staffs. I still do not have effects or textures ready yet.
4. Made minor changes not notable to configuration
5. Listened to music for 3 or so hours on full volume
So, the next few versions will bring lots of special items since they're the most voted for. Thank you all for your suggestions!
Stay tuned for gem fusion, etc.
Hi there, great mod! There are tons of mods out there that add weapons, but all I've really wanted is new armor, so thanks! I have a compatibility question though. Does this mod make use of the forge ore dictionary? I'm trying to figure out what to do with this and redpower. Looks like your mod has sapphire as being super powerful, but in Redpower all the gems are equal and spawn in equal amounts. Basically, should I disable gem spawns in redpower?
Rollback Post to RevisionRollBack
- Steelsouls If you want to make sure I see your reply, please quote my post.
Oh and I have a request. I'm not a coder so I don't know if this is a huge request or not... but a few of the other large mods have started using only 1 or 2 block ID's. Like 1 for a solid block of the gem, and 1 for the ore. They use a bunch of data values for each block ID to make the various blocks in their mod. This helps a lot with installing tons of mods. Is this something that's possible for you to work out?
Rollback Post to RevisionRollBack
- Steelsouls If you want to make sure I see your reply, please quote my post.
Oh and I have a request. I'm not a coder so I don't know if this is a huge request or not... but a few of the other large mods have started using only 1 or 2 block ID's. Like 1 for a solid block of the gem, and 1 for the ore. They use a bunch of data values for each block ID to make the various blocks in their mod. This helps a lot with installing tons of mods. Is this something that's possible for you to work out?
Yes, that's called Metadata. I completely forgot about that, but I'm totally going to implement it in the future thanks for asking!
In terms of your previous question, I'm honestly not sure. In redpower, the gems might be used for recipes. If they are, I suggest not disabling them since you need them for the actual mod.
Additionally, I've never used Ore Dictionaries in the past. However, it seems that I can enable them with one line of code per ore. So, I will include this in the next version. In fact, I'm adding it as you read this.
EDIT: It seems that method is only included in a certain API, so I won't be using an Ore Dictionary unless it is absolutely needed.
Thank you for being interested in the mod, and I hope you enjoy the new features in the future!
Hey TFC, whenever I use any of the armor from the pack, its just solid white on the character. The helmet looks like a pumpkin if you textured it solid white and the other armor pieces are the same but in their respective places. The helmet also has a big g1 (I think that's what it was) on top. Any ideas?
Yes, that's called Metadata. I completely forgot about that, but I'm totally going to implement it in the future thanks for asking!
In terms of your previous question, I'm honestly not sure. In redpower, the gems might be used for recipes. If they are, I suggest not disabling them since you need them for the actual mod.
Additionally, I've never used Ore Dictionaries in the past. However, it seems that I can enable them with one line of code per ore. So, I will include this in the next version. In fact, I'm adding it as you read this.
EDIT: It seems that method is only included in a certain API, so I won't be using an Ore Dictionary unless it is absolutely needed.
Thank you for being interested in the mod, and I hope you enjoy the new features in the future!
Thanks for working on the ID fix! It's probably actually better to not use the ore dictionary, since then it won't matter that I have 2 mods making gems. The Redpower gems currently have no use except the default tools and swords. In that mod they have the same "stats" as the vanilla diamond stuff, but a bit less durability. If you used the ore dictionary, I'd be able to find Redpower gems and use them to make your powerful stuff, like sapphire. I actually don't want that because in RP the gems are all equal rarity. Thanks again!
Rollback Post to RevisionRollBack
- Steelsouls If you want to make sure I see your reply, please quote my post.
Hey TFC, whenever I use any of the armor from the pack, its just solid white on the character. The helmet looks like a pumpkin if you textured it solid white and the other armor pieces are the same but in their respective places. The helmet also has a big g1 (I think that's what it was) on top. Any ideas?
Please follow the video at the top of the original post and let me know if you have any further issues.
Thanks for working on the ID fix! It's probably actually better to not use the ore dictionary, since then it won't matter that I have 2 mods making gems. The Redpower gems currently have no use except the default tools and swords. In that mod they have the same "stats" as the vanilla diamond stuff, but a bit less durability. If you used the ore dictionary, I'd be able to find Redpower gems and use them to make your powerful stuff, like sapphire. I actually don't want that because in RP the gems are all equal rarity. Thanks again!
Love the mod. Looking forward to updates. Only thing is after mining for a while, I have begun to develop an intense hatred towards apatite. How dare it look like diamonds and be so common...
Love the mod. Looking forward to updates. Only thing is after mining for a while, I have begun to develop an intense hatred towards apatite. How dare it look like diamonds and be so common...
Yeah, I've actually fixed the texture and it will be updated in the next version.
Oh, it works without Modloader? That's weird O.o
I think I'll keep it there for now just to test it.
Glad to hear that
Very well
Thanks! I love hearing this.
And it's not even over yet
Adding awesome effects for even more items just like armor.
ModLoader 1.2.5
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 9f578458 --------
Generated 7/27/12 4:08 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_05, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6310 Graphics version 4.1.10834 Compatibility Profile Context, ATI Technologies Inc.
cpw.mods.fml.common.LoaderException: java.lang.ClassCastException: mod_MinecraftForge cannot be cast to cpw.mods.fml.common.modloader.BaseMod
at cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:114)
at cpw.mods.fml.common.Loader.preModInit(Loader.java:235)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:593)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:193)
at net.minecraft.client.Minecraft.a(Minecraft.java:383)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassCastException: mod_MinecraftForge cannot be cast to cpw.mods.fml.common.modloader.BaseMod
at cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:107)
... 6 more
--- END ERROR REPORT f56b195d ----------
Which mod did you install?
Also adding a new secret item that combines sapphire and apatite, and you can throw it to do something amazing.
I bet you can guess what it is
However, I need ideas for staffs. Every staff will do something different, but I need to know what. Please let me know here.
Basically, lately I haven't been working on the mod, mostly because I'm addicted to DayZ.
However, tonight (well, morning since I woke up at 1 am), I started working on it and found out that I forgot a lot.
Although, I refreshed myself, and fixed a TON of stuff.
TL; DR
This is some of the stuff I did:
1. Added a special item as mentioned above that causes much mayhem
2. Fixed MANY bugs with the slingshot as well as added a few nice features about it.
They are as follows...
- Slingshots are now only made with diamonds as opposed to diamond blocks, but they break after 850 uses.
- Slingshots can now be used in creative mode
- Instead of using one of every gem's pellets you have in your inventory, it uses the most valuable ones first (one by one) to reduce lag and increase realism with the slingshot (Example: If you have 5 Sapphire Pellets and 2 Amethyst Pellets in your inventory, the slingshot will fire a Sapphire Pellet on right click 5 times, then fire an Amethyst Pellet on right click 2 times.)
- Cleaned up the code quite a bit (there were many fragments that were not needed such as two lines of code that reversed each other, etc.)
3. Changed the names of the rings to staffs. I still do not have effects or textures ready yet.
4. Made minor changes not notable to configuration
5. Listened to music for 3 or so hours on full volume
So, the next few versions will bring lots of special items since they're the most voted for. Thank you all for your suggestions!
Stay tuned for gem fusion, etc.
EDIT: I've just finished the gem crafting table!
The Gem Crafting Table!
After hours and hours of work, It's done. There aren't any recipes for it yet, but it's done.
The Glorious Table Itself
And The Completely Wonderful Gem Crafting GUI!
They are both fully functional with no bugs, and I will be adding recipes soon!
(FYI, this replaced the easter egg item)
Spiffy!
Looking forward to putting it to action.
If you want to make sure I see your reply, please quote my post.
If you want to make sure I see your reply, please quote my post.
Yes, that's called Metadata. I completely forgot about that, but I'm totally going to implement it in the future thanks for asking!
In terms of your previous question, I'm honestly not sure. In redpower, the gems might be used for recipes. If they are, I suggest not disabling them since you need them for the actual mod.
Additionally, I've never used Ore Dictionaries in the past. However, it seems that I can enable them with one line of code per ore. So, I will include this in the next version. In fact, I'm adding it as you read this.EDIT: It seems that method is only included in a certain API, so I won't be using an Ore Dictionary unless it is absolutely needed.
Thank you for being interested in the mod, and I hope you enjoy the new features in the future!
Thanks for working on the ID fix! It's probably actually better to not use the ore dictionary, since then it won't matter that I have 2 mods making gems. The Redpower gems currently have no use except the default tools and swords. In that mod they have the same "stats" as the vanilla diamond stuff, but a bit less durability. If you used the ore dictionary, I'd be able to find Redpower gems and use them to make your powerful stuff, like sapphire. I actually don't want that because in RP the gems are all equal rarity. Thanks again!
If you want to make sure I see your reply, please quote my post.
Please follow the video at the top of the original post and let me know if you have any further issues.
Alright, thanks for the ideas!
This makes me very upset...
Alright guys, it may be a very long while until an update comes.
Yeah, I've actually fixed the texture and it will be updated in the next version.