Hey, baubles is doing this weird thing where forge won't read it properly. I'm on 1.7.10 and using v1614 of forge (which is required for a few mods I want). It goes into the 1.7.10 folder in mods once I load minecraft.
Hey, baubles is doing this weird thing where forge won't read it properly. I'm on 1.7.10 and using v1614 of forge (which is required for a few mods I want). It goes into the 1.7.10 folder in mods once I load minecraft.
IIRC, that's normal behavior. It should be read properly from that folder.
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I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
This is a problem with Botania - it seems to be trying to access baubles directly without using the API. Since those classes don't exist anymore it now crashes. Tsk tsk
I was running Baubles-1.9.4-1.2.1.0 on my 1.10.2 game, but then I saw that there was an update. However, all of the Baubles-1.10.2-1.3.BETA3-7 updates create the same missing class error: http://paste.ee/p/nR9b6. Switching back to the original fixed the problem, so I hope you fix whatever this is so I can update to Baubles 1.3 (oh, and I'm using - among a LOT of other mods - both Baubles Stuff and Baubles HUD).
For mod devs: Make sure if you are using one of the new slot types, but want to make the mod still compatible with older versions of the API that only have the normal 4 slots, just check to see of those new types exist before returning them
If you're talking about the extra slots, Azanor will probably make use of the new slots as well, but they were mainly added because Vazkii wanted them for Botania.
What's "Charm" though. When I read that, I immediatly have to think of Diablo II charms, and those were active whereever you had them in your inventory.
What's "Charm" though. When I read that, I immediatly have to think of Diablo II charms, and those were active whereever you had them in your inventory.
1) something that is believed to have magic powers and especially to prevent bad luck.
2) a small object that is worn on a chain or bracelet.
( http://www.merriam-webster.com/dictionary/charm )
Like how a rabbit's foot is a good luck charm, or how Dishonored has bone charms you wear that give you abilities.
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Praise be Ro-naza, greatest among the thaumaturges!
I'm waiting for the 1.10.2 version's baubles
Because 1.9.4 doesn't work on 1.10.2...
Hey, baubles is doing this weird thing where forge won't read it properly. I'm on 1.7.10 and using v1614 of forge (which is required for a few mods I want). It goes into the 1.7.10 folder in mods once I load minecraft.
Here's a log file: http://pastebin.com/je4CEGgc
edit: forgot to mention in case it gets confused - I AM using the jar file from curseforge so that's not the problem.
IIRC, that's normal behavior. It should be read properly from that folder.
New version (Baubles-1.10.2-1.3.BETA3) not working with Botania ((
The game won't start because some modul (Baubles) is missing
What version of MC are you using?
1.10.2 of course:)
Previos version (Baubles-1.9.4-1.2.1.0) works fine
Beta5 version should fix the botania issue
Just had to ask. You have no idea just how frequently the issue tends to be someone using the wrong version.
This is a problem with Botania - it seems to be trying to access baubles directly without using the API. Since those classes don't exist anymore it now crashes. Tsk tsk
I was running Baubles-1.9.4-1.2.1.0 on my 1.10.2 game, but then I saw that there was an update. However, all of the Baubles-1.10.2-1.3.BETA3-7 updates create the same missing class error: http://paste.ee/p/nR9b6. Switching back to the original fixed the problem, so I hope you fix whatever this is so I can update to Baubles 1.3 (oh, and I'm using - among a LOT of other mods - both Baubles Stuff and Baubles HUD).
I love all the new slots.
For mod devs: Make sure if you are using one of the new slot types, but want to make the mod still compatible with older versions of the API that only have the normal 4 slots, just check to see of those new types exist before returning them
Example:
https://github.com/PrinceOfAmber/Cyclic/blob/master/src/main/java/com/lothrazar/cyclicmagic/item/BaseCharm.java#L62
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whoa, this is foreshadowing.
If you're talking about the extra slots, Azanor will probably make use of the new slots as well, but they were mainly added because Vazkii wanted them for Botania.
Profile pic by Cheshirette c:
Hm, I'm not really sure how the body slot would be used (in terms of, what would go there that would make sense)... can anyone give an example?
Praise be Ro-naza, greatest among the thaumaturges!
Shirts, tabards, sashes, mantles, etc.
...Books, maybe? Scrolls across the back? Bandoliers?
Praise be Ro-naza, greatest among the thaumaturges!
What's "Charm" though. When I read that, I immediatly have to think of Diablo II charms, and those were active whereever you had them in your inventory.
1) something that is believed to have magic powers and especially to prevent bad luck.
2) a small object that is worn on a chain or bracelet.
( http://www.merriam-webster.com/dictionary/charm )
Like how a rabbit's foot is a good luck charm, or how Dishonored has bone charms you wear that give you abilities.
Praise be Ro-naza, greatest among the thaumaturges!
*for some reason is still in 1.7.10 and is super envious of new features*
I can't really complain. ;-;