Alright, after using the Extra Carts mod, (it lets you place ender chests and all Iron Chest's chests in minecarts. I wan wondering if you thought maybe you could implement something similar with your carts in the future. I doubt you would want a single mod dependent on another (Iron Chests). But I find using the carts with chests is just pointless with so many mods that add a multitude of backpacks, including your satchel. Adventure Backpack, Tinkers Construct, Backpacks, Better Storage, Minefactory Reloaded, Forestry, well you get the idea.
A cart with a much larger inventory like the ones Iron Chests' provide would actually be useful. And for my ultra hardcore pack, it would make carts the perfect tool I have been looking for. I want "realistic" mining. As in no one is going to mine out a massive ore deposit in one trip, stick it all in their pocket and walk home to build an entire industrial revolution from said deposit. With custom ore gen, and some hardcore mods that make stack sizes tiny on ore (4) and limited carry weight, before your carts, minecarts were a must. But they require ore in the first place. And building an entire track system for each mine is almost silly, not every single vein is worth laying track to. A general central track mixed with your much more mobile carts is exactly what I wanted, but again, its far too tempting to just grab a backpack or box or whatever.
I feel I have over explained myself once again. Anyhow, if you could perhaps find a way to make either an Iron Chests addon for your carts, or make your own larger chests for carts, I'd be very grateful. If not, trust that I will still be using them anyway. And good job on ALL of these mods. WIsh I had found them sooner. Many are small idea I had myself, thus you've fulfilled very many "ooh, I wish that I could..."s for us all
more mod compatibility would be a plus for the cart mod and maybe even linking them together if possible but slows you down as a negative to doing it
Okay, so every ONE of your mods is giving me a crash.
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: com.minecraftplus.modClippers.MCP_Clippers
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:502)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: com.minecraftplus.modClippers.MCP_Clippers
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:492)
... 10 more
Caused by: java.lang.NoClassDefFoundError: com/minecraftplus/_base/MCP
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
Caused by: java.lang.ClassNotFoundException: com.minecraftplus._base.MCP
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 42 more
I'm using the individuals, the modpack doesn't seem to crash me.
(The above crash is for Clippers, but I've been slowly removing your mods trying to get to the source of the problem, but all of them just die, is it a forge version thing?)
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
To Mr_boness:
From what I can tell from the error log, you are missing the MC+ API. Which would make sense why the modpack would work for you, but not the individuals.
To Spartaremix1:
I agree. Definitely added to my todo list.
To Frenchfries318:
Though if I add regular fish, that would defeat the purpose of fishing, wouldn't it? I would love to see actual fish in the water other than just particle effects too, but their use it present would seem to be redundant with the current fishing system. If I were to overhaul the fishing system to actually attract ACTUAL fish, then this would definitely be appropriate. But I have not found a solution to revamp the current vanilla fishing system without removing compatibilities with other mods or features currently in minecraft. I love the idea, but it will need some time. I will add it to my todo list.
To Sigma85:
Have you tried to use only MC+ Blowpipe? Is it a mod conflict? I have tested it, and it shoots seeds just fine. What version are you using?
Rollback Post to RevisionRollBack
Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
Wow. there is just about every mod you could ever want to make your minecraft experience even better. All these mods should already be in minecraft after 4 years of development. I have a suggestion for a tweak if you are interested. I've always hated how easy it is to craft torches. I mean coal generates way too frequently and gives you too many torches for the recipe allowing the player to spam the world with torches. Currently I make charcoal for torches and furnaces and use Iguana's tweaks and set the number of torches coal gives you to 1 just to balance it out but I find it still too easy. Could you possibly make a tweak to reduce coal generation and set the number of coal it takes to make a torch configurable? Or maybe you would need a torch cloth made from coal and wool to make a torch. Just some kind of tweak to make torches harder to acquire. Great mod pack and I wish you a lot of luck with it. Thank you for making the mod.
EDIT: How are sticks acquired with this mod? It seems the method of acquiring sticks is altered with this mod.
Is there anyway that I can not lose my hearts on death? I play with keepinventory to stop myself from quitting after falling in lava and going from 10-12 or so hearts down to 4 even though I still have about 40 levels is just annoying.
Wow. there is just about every mod you could ever want to make your minecraft experience even better. All these mods should already be in minecraft after 4 years of development. I have a suggestion for a tweak if you are interested. I've always hated how easy it is to craft torches. I mean coal generates way too frequently and gives you too many torches for the recipe allowing the player to spam the world with torches. Currently I make charcoal for torches and furnaces and use Iguana's tweaks and set the number of torches coal gives you to 1 just to balance it out but I find it still too easy. Could you possibly make a tweak to reduce coal generation and set the number of coal it takes to make a torch configurable? Or maybe you would need a torch cloth made from coal and wool to make a torch. Just some kind of tweak to make torches harder to acquire. Great mod pack and I wish you a lot of luck with it. Thank you for making the mod.
EDIT: How are sticks acquired with this mod? It seems the method of acquiring sticks is altered with this mod.
Thanks for your reply but that didn't answer my question.
I don't want to know, but ask yourself this: Do you have any more mods installed?
My stick recipe is fine and I have about 53 other mods installed, all of which are vanilla close (like this one) and are all simple. Your might have an "overhaul mod" as I like to call them like Minestrappolation or something.
Maybe you are using an outdated version or something, maybe a better compatibility exist in a different forge version.
It includes but not limited to:
MC+ Moodle
- Inspired by Project Zomboid. If you don't know what Moodles are, they are like little icons telling you your "moods." Like in the Sims games. The Moodle API is completed which means anyone with modding knowledge can make their own Moodle; I have made only two Moodles so far, but definitely planning more! (Thirst and Drowsiness)
MC+ BattleHearts
- Has some commands for setting max health in case of problems
- Configs for defining how many hearts per level, etc.
MC+ Decay
- Torches decay . . . hehe (very experimental)
MC+ Pigeon
- Pigeons are back into development, but I believe they are quite the crash-aholic right now, so best to remove them from the pack. But models and textures are finalized!
To Hikachan:
Wait the dev build didn't work for you? Are you referring to gathering sticks from leaves?
And I agree that torches are often take for granted. and I do have a solution . . . (it's in the dev pack if you want to check it out :P)
To atly9999:
I am currently working on a configurable BattleHearts in the dev version. You can try it out for yourself in the dev pack or wait for the stable release :D.
Rollback Post to RevisionRollBack
Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
It includes but not limited to:
MC+ Moodle
- Inspired by Project Zomboid. If you don't know what Moodles are, they are like little icons telling you your "moods." Like in the Sims games. The Moodle API is completed which means anyone with modding knowledge can make their own Moodle; I have made only two Moodles so far, but definitely planning more! (Thirst and Drowsiness)
MC+ BattleHearts
- Has some commands for setting max health in case of problems
- Configs for defining how many hearts per level, etc.
MC+ Decay
- Torches decay . . . hehe (very experimental)
MC+ Pigeon
- Pigeons are back into development, but I believe they are quite the crash-aholic right now, so best to remove them from the pack. But models and textures are finalized!
To Hikachan:
Wait the dev build didn't work for you? Are you referring to gathering sticks from leaves?
And I agree that torches are often take for granted. and I do have a solution . . . (it's in the dev pack if you want to check it out :P)
To atly9999:
I am currently working on a configurable BattleHearts in the dev version. You can try it out for yourself in the dev pack or wait for the stable release :D.
I tried the dev. version before this one. Now I took a few mods out that I didn't think I would use. I don't remember which ones now though. Then I tried to craft sticks the normal way with planks and nothing happened. Then I installed the latest non dev. Version but didn't remove any mods and I was able to craft sticks from planks again. I would love to try your solution for torches. Thanks :-)
EDIT: With the latest dev. version I took out the starvation mod but my character stills starves and dies.
To Hikachan:
Well, even without the starvation mod, the character will still die of starvation. BUT if you are referring to the speed at which you get hungry is increased. . . . that is interesting. I'll have to check that out. Any other information you can give me? Is it constantly the same from the start of the game? Are you using the modpack with other mods?
Rollback Post to RevisionRollBack
Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
Firstly. Is this thread dead? Should I post in the other thread? I just re downloaded the latest dev version and everything seems to work fine, so I don't know what happened before.
Um, how does this thread seem dead? I reply to everything I can, and the dev builds are recent.
And it's finals week for me right now, so I am a little busy.
Rollback Post to RevisionRollBack
Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
ok i have found a couple bugs, when i plant sweet potatoes or beetroots beside each other they pop out of the ground and i don't get anything other than what i planted, if i plant them separately then leave the chunk then come back to it they pop out of the ground.
suggestion - how about making the 4 berry bushes a harvestable plant so i can have farms of them as well
and can i please get the summon command for the 4 berry bushes so i can use them decoratively around my house
more mod compatibility would be a plus for the cart mod and maybe even linking them together if possible but slows you down as a negative to doing it
this is another good idea
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: com.minecraftplus.modClippers.MCP_Clippers
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:502)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: com.minecraftplus.modClippers.MCP_Clippers
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:492)
... 10 more
Caused by: java.lang.NoClassDefFoundError: com/minecraftplus/_base/MCP
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
Caused by: java.lang.ClassNotFoundException: com.minecraftplus._base.MCP
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 42 more
I'm using the individuals, the modpack doesn't seem to crash me.
(The above crash is for Clippers, but I've been slowly removing your mods trying to get to the source of the problem, but all of them just die, is it a forge version thing?)
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
From what I can tell from the error log, you are missing the MC+ API. Which would make sense why the modpack would work for you, but not the individuals.
To Spartaremix1:
I agree. Definitely added to my todo list.
To Frenchfries318:
Though if I add regular fish, that would defeat the purpose of fishing, wouldn't it? I would love to see actual fish in the water other than just particle effects too, but their use it present would seem to be redundant with the current fishing system. If I were to overhaul the fishing system to actually attract ACTUAL fish, then this would definitely be appropriate. But I have not found a solution to revamp the current vanilla fishing system without removing compatibilities with other mods or features currently in minecraft. I love the idea, but it will need some time. I will add it to my todo list.
To Sigma85:
Have you tried to use only MC+ Blowpipe? Is it a mod conflict? I have tested it, and it shoots seeds just fine. What version are you using?
Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
EDIT: How are sticks acquired with this mod? It seems the method of acquiring sticks is altered with this mod.
Official Mo' Creatures Suggestion Thread
Can any body help with the sticks issue?
Your post is still on the most recent page, there was no reason to quote yourself as both comments are within 1 comment of eachother.
Official Mo' Creatures Suggestion Thread
Thanks for your reply but that didn't answer my question.
I don't want to know, but ask yourself this: Do you have any more mods installed?
My stick recipe is fine and I have about 53 other mods installed, all of which are vanilla close (like this one) and are all simple. Your might have an "overhaul mod" as I like to call them like Minestrappolation or something.
Maybe you are using an outdated version or something, maybe a better compatibility exist in a different forge version.
Official Mo' Creatures Suggestion Thread
Again, great job on the mods! Can't wait for the new ones!
-Frenchfries318
It includes but not limited to:
MC+ Moodle
- Inspired by Project Zomboid. If you don't know what Moodles are, they are like little icons telling you your "moods." Like in the Sims games. The Moodle API is completed which means anyone with modding knowledge can make their own Moodle; I have made only two Moodles so far, but definitely planning more! (Thirst and Drowsiness)
MC+ BattleHearts
- Has some commands for setting max health in case of problems
- Configs for defining how many hearts per level, etc.
MC+ Decay
- Torches decay . . . hehe (very experimental)
MC+ Pigeon
- Pigeons are back into development, but I believe they are quite the crash-aholic right now, so best to remove them from the pack. But models and textures are finalized!
LINK
[1.7.10][1.4] MC+ ModPack - Dev II
To Hikachan:
Wait the dev build didn't work for you? Are you referring to gathering sticks from leaves?
And I agree that torches are often take for granted. and I do have a solution . . . (it's in the dev pack if you want to check it out :P)
To atly9999:
I am currently working on a configurable BattleHearts in the dev version. You can try it out for yourself in the dev pack or wait for the stable release :D.
Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
I tried the dev. version before this one. Now I took a few mods out that I didn't think I would use. I don't remember which ones now though. Then I tried to craft sticks the normal way with planks and nothing happened. Then I installed the latest non dev. Version but didn't remove any mods and I was able to craft sticks from planks again. I would love to try your solution for torches. Thanks :-)
EDIT: With the latest dev. version I took out the starvation mod but my character stills starves and dies.
Well, even without the starvation mod, the character will still die of starvation. BUT if you are referring to the speed at which you get hungry is increased. . . . that is interesting. I'll have to check that out. Any other information you can give me? Is it constantly the same from the start of the game? Are you using the modpack with other mods?
Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
And it's finals week for me right now, so I am a little busy.
Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
suggestion - how about making the 4 berry bushes a harvestable plant so i can have farms of them as well
and can i please get the summon command for the 4 berry bushes so i can use them decoratively around my house