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    posted a message on [1.6.6-1.7.3]Nandonalt's Mods -Coral&Trees&A lot More!
    Quote from Designer_DCorsat

    Timber! has always worked fine for me with Premium Wood, but ID resolver did make everything work. Thanks. I'm having Ace_Of_Assassins problem now with Coral Reef, but I haven't checked yet if generation is enabled or if it's been overwritten somehow.

    I'd really love to see Cactus Craft updated to 1.7.3 as I get a lot of desert spawns.


    Do you have FiniteLiquid installed?
    Posted in: Minecraft Mods
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    posted a message on [1.6.6-1.7.3]Nandonalt's Mods -Coral&Trees&A lot More!
    Quote from C0X

    It was originally made by nandonalt, not touching any of minecraft's base files, but suddenly stpopped working in 1.3... It was part of the Biome Pack.

    Good to know. It does modify base files, but I'm glad a mod for that still exists.

    Quote from Nickelob_Ultra

    You are a life saver.

    Glad to help.
    Posted in: Minecraft Mods
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    posted a message on [1.6.6-1.7.3]Nandonalt's Mods -Coral&Trees&A lot More!
    Quote from Nickelob_Ultra

    Gaaah, where is your BiomeWater mod? I literally can't find it anywhere anymore.


    BiomeWater is made by scokeev9.
    Posted in: Minecraft Mods
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    posted a message on [1.6.6-1.7.3]Nandonalt's Mods -Coral&Trees&A lot More!
    Your CoralReef mod has become a necessity for me, oceans just look empty and lifeless without it. Unfortunately, it doesn't work with another of my favourite mods, FiniteLiquid. The problem is that FiniteLiquid uses its own seperate water block instead of vanilla water, so the the reefs can't find any water to generate in. I tried making my own fix, switching the reference to vanilla water with FiniteLiquid's water IDs (213 & 214, I believe), but I couldn't get it to recompile.

    Would it be possible to get a config file to set what blocks coral can generate in?

    Thanks for all the great mods.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] FiniteLiquid v5.93
    This is something I've wanted for a while. I wish I'd had this when I was building my underwater base. Awesome.
    Posted in: Minecraft Mods
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    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Holy smokes, this looks sick! It looks like the cars latch together, don't they?

    Not sure about the addition of steel, at least not without some other things you can do with it.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!
    Daaaaaww! Guinea pigs!

    I've already got so many mobs from Mo' Creatures and Trolls and Turtles, but maybe I could use a few more...
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Ogres keep spawning in my basement, and expanding it...

    I thought I had it pretty well lit, but now instead of levels of cellars I have a huge cavern flooded with lava and water. Hmmm, should I man up and try to keep everything well-lit or do I disable ogres?
    Posted in: Minecraft Mods
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    posted a message on Runesmith's 32x32 Textures: Discontinued
    MrMMods patcher and Minecraft Patcher seem to be conflicting somehow. If I use MrMMods patcher first then Minecraft Patcher seems to mess up the BetterLight classes (i get an error related to a missing TintFaces reference), but if I use Xau's patcher first then MrMMods patcher messes up all the images.

    I'm so confused.

    EDIT: I am dumb. I wasn't using the output of one patcher as the input of the other; it seems to work if I follow your instructions for Xau's patcher, then install the class files and the API, then use MrMMods patcher, then install Wild Grass (sans terrain.png). The only problem now is that the Wild Grass textures look super blocky. I'll see what I can do about that.

    EDIT: Whenever I try use Xau's patcher with Runesmith, it won't work unless I only put images from the compatible mods into the jar (arrows mod images don't work either), otherwise it gets an error partway through. How do I add mods that are not explicitly compatible?

    EDIT: Ah, finally got it working, and is it glorious! I put in images for the compatible mods, used Xau's patcher, used MrMMods patcher, put in the class files and the rest of the mods, and it works! Everything looks amazing, thanks for your help.
    Posted in: Resource Packs
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    posted a message on Runesmith's 32x32 Textures: Discontinued
    Quote from Runesmith »
    snip


    Thanks for the in-depth response, but I'm still having some trouble. When do I install the API mod? Should I put twlGuiThemeIndentedbuttons.png in before patching the jar?

    EDIT: I've been putting all the images in first including the API mod's images, then patching Runesmith in, then copying the rest of the files into the jar, but I keep getting this:


          Minecraft has crashed!      
          ----------------------      
    
    Minecraft has stopped running because it encountered a problem.
    
    If you wish to report this, please copy this entire text and email it to [email protected]
    Please include a description of what you did when the error occured.
    
    
    Mods loaded:
    ModLoader Beta 1.2_01
    mod_Arrows Beta 1.2
    mod_CheffCraft Beta 1.2_01
    mod_Floodgate Beta 1.2_01v2
    mod_FunctionalBooks fix for 1.2_01
    mod_mocreatures 2.5.2
    
    
    --- BEGIN ERROR REPORT b97de64e --------
    Generated 23/01/11 1:55 PM
    
    Minecraft: Minecraft Beta 1.2_01
    OS: Windows 7 (amd64) version 6.1
    Java: 1.6.0_23, Sun Microsystems Inc.
    VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: GeForce GTX 260/PCI/SSE2 version 3.2.0, NVIDIA Corporation
    
    java.lang.NullPointerException
    	at ModLoader.RegisterAllTextureOverrides(ModLoader.java:645)
    	at oc.a(oc.java:88)
    	at h.a(SourceFile:325)
    	at ll.c(SourceFile:442)
    	at ll.b(SourceFile:366)
    	at net.minecraft.client.Minecraft.run(SourceFile:705)
    	at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 58041890 ----------


    EDIT: Oh, I've also been using a jar that's been patched with Better Light and Better Grass (nothing else done to it).
    Posted in: Resource Packs
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    posted a message on Runesmith's 32x32 Textures: Discontinued
    I could use some clarification as to when exactly I should use the patcher. It seems to work best if I use it before installing any mods; however, if I do that I have to be very careful not to overwrite any of the pack's images when installing mods. Do I need to go through and remove all of the images that are replaced by this pack before installing them? Will there be problems if I've installed mods with 16x16 icons or textures (or 64x64 for that matter)?

    I've managed to get it working with WildGrass and CoralReef (I resized the textures to 32x32, not sure if that was necessary) and it looks great, but anything beyond that and I run into trouble fast. I tried the gerudoku pack, but there were too many wacky textures (missing birch texture; couldn't tell what colour flowers were). I love the look and the mod support of this pack, I just wish I knew how to hook it into all of these mods.
    Posted in: Resource Packs
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    posted a message on Runesmith's 32x32 Textures: Discontinued
    Quote from Runesmith »
    To Hanover and fearfraqment, if you're talking about the in game menu where you select texture packs, then it's not working because Minecraft only supports 16x16 texture packs by default. Mine is 32x32, so you need to use Xau's HD texture patcher, as the very beginning of the original post states.

    Please, take the time to read original posts.

    To Biidi, I've occassionally had the same problem, though it wasn't specified toward the tops of sandstone. Saving and quiting the world, then reloading the world should fix the problem if it happens. As to why this is happening in the first place, I don't really know, but I don't think its caused by the texture pack.


    I've used the in-game texture pack loader to load 32x32 textures, is this a recent development?

    EDIT: I've just managed to get it to load with the in-game texture pack loader. What you have to do is extract Runesmith.zip somewhere, go into the Runesmith folder, select all of the contents, and compress those into a .zip file. Apparantly, the only thing preventing it from working was the Runesmith folder inside the .zip file.
    Posted in: Resource Packs
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    posted a message on [1.8.1] Builders 0.64B [MOB]
    Well i just spent the last three hours getting this mod working, due to the nigh impossible task of finding an outdated spawnlist.class. As far as I can tell, the only place to get the appropriate file on the entire goddamn internet is from the Mo' Creatures mod version 1.6.3, a link to which is on his mod thread. Note I said version 1.6.3: not 1.6.2, not 2.0.1, 1.6.3.

    Now I need to go do something that doesn't involve trying to find a file that's been outdated for a couple weeks on the greatest, most extensive data archiving/indexing tool that mankind has ever created. Goddamn it. Bloody hell.

    Mod still looks awesome, though.
    Posted in: WIP Mods
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