• 0

    posted a message on CreativeCore v1.6.14 - (Required by RandomAdditions, LittleTiles, ItemPhysic, CraftingManager)

    Looks like a corrupted config file, I would suggest to delete the config file of creativecore and playerrevive.

    Posted in: Minecraft Mods
  • 0

    posted a message on Little tiles mod problem.

    so I saw one of your videos and saw the one that you made on how to make a double door with the door activator and i tried that and the structure popped up but the doors didn't show up on the left can you help.


    And the other thing i noticed was in the video is that when you made it you used the actual little tiles from your mod but i used bits from chisel and bits. Could it be that.


    If you want to create a door activator you have to build the double doors instead. You can c&b to build these doors, but you need to place them, otherwise LittleTiles won't recognize them as doors, but just as non functional tiles (which cannot be activated). This is shown in the video, maybe just rewatch it and do it step by step.

    Posted in: Mods Discussion
  • 0

    posted a message on OnlinePictureFrame v1.2.3 #simplebutpowerful - the tool to add pictures to your world
    Quote from CrimsonTide35»

    Ok, so I am using CreativeCore_v1.9.62_mc1.12.2 and OnlinePicFrame_v1.4.26_mc1.12.2, they both show up in mod settings, but the frame doesn't show up in the decoration tab in creative, nor does JEI it find it by searching frame (it finds the vanilla frame). I'm running MC 1.12.2 with Forge-14.23.5.2838. Not sure if I've got the wrong version of something or what. Any ideas?


    That is very weird. Are you sure the mod is installed (the frame is at the bottom of the decoration tab).
    Posted in: Minecraft Mods
  • 0

    posted a message on OnlinePictureFrame v1.2.3 #simplebutpowerful - the tool to add pictures to your world
    Quote from CrimsonTide35»

    Hi, I am really excited to try this mod but I can't figure out how to use the frame in the game. I've tried /give [player] opframe:opframe, but that didn't work. And I don't see it as an available item in the JustEnoughItems menu. I feel like I'm missing something obvious. How do I get the frame?


    If you are in creative you can find the frame in the decoration tab (at the bottom). There is also a recipe to craft and it should be visible in JEI, just try to search for frame.

    Posted in: Minecraft Mods
  • 0

    posted a message on LittleTiles v1.3.0 #BuildItYourself - Finally Updated to 1.11.2 and 1.10.2
    Quote from User_100764917»

    First of all, thanks for this mod. I still remember when minepainter came out and then spent many years playing on outdated versions because I couldn't let go of the mod. That's until this and C&B showed up!
    Development for C&B has been dropped, I have been using both mods at the same time because this one has more utility and C&B has a simpler interface (when you hold alt with a tool or bit in hand). Would it be possible to implement that wheel thing to your mod?


    LT is different and there are reasons for it. I will not copy stuff from other mods, sorry. There are many tutorials on the wiki (video and text).

    Posted in: Minecraft Mods
  • 0

    posted a message on AmbientSounds v1.2.1 - Biomes O Plenty support - #ListentoNature
    Quote from Drako9823»

    I'm liking where this is going. Liteloader and Matmos are forgotten, but the need for lovely sounds won't be!


    Though, I do have a few sound suggestions.

    Calmer underwater sounds while in still or non-ocean/river water would be nice.

    Hearing insects or frogs near still water in non-ocean/river biomes (of course, toned down from the swamp sounds)

    Lava bubbling and flowing sounds. Oh god, how I loved how matmos did that. Even better, the cave ambience, like distant roaring of a beast or gusts of wind through tunnels.

    Maybe sounds cutting out or dampening a bit faster when entering buildings or shelters.

    A neat one but might be hard is wind blowing through unsealed windows in a structure. Say for example a castle with no windows or a creeper hole, or even busted out windows in a mansion. Would make places a bit drafty.

    Last one I got is trees rusting randomly as the wind picks up. Not too often like Matmos, but just enough to feel natural.


    Keep up the awesome work!


    I would highly recommend to checkout Dynamic Surroundings. It's a lot more similar to matmos and can be used alongside AmbientSounds (I prefer to do so as well).

    Posted in: Minecraft Mods
  • 0

    posted a message on ItemPhysic 1.4.4 - More Realtistic Items/ stone doesn't burn in lava
    Quote from mrlongcool241»

    What does it mean by "this mod has to be installed on server aswell" do I have to do something extra I have both creativecore and itemphysics I tried it out


    If you are hosting a server those two mods need to be installed as well as on the client. If you use the light version you can just install it on your client.

    Posted in: Minecraft Mods
  • 1

    posted a message on CMDCam - Be camera & actor at the same time - Smooth camera paths

    Unfortunately Forge is missing client commands. So I can't do it yet.

    Posted in: Minecraft Mods
  • 0

    posted a message on World Generation Manager v0.4.8 - Ungenerate/Regenerate a specific mod

    1.7.10 has the best overall collection of mods available for play. By choosing this decision you are doing a great disservice to a lot of people.

    I hope you reconsider instead of taking the "easy out." After all, you made this mod originally to be able to retrogen 1.7.10, and you appear to be the only person doing it successfully. There is great pride to be had in exercising your skill in a way that no one else has done.


    I have abandoned it for 3 years now. This will not change, I simply don't have the time to support all versions at the same time, if I want to make progress.

    Posted in: Minecraft Mods
  • 0

    posted a message on World Generation Manager v0.4.8 - Ungenerate/Regenerate a specific mod

    Any way to fix this?


    Tried to retrogen the King of Shadows map in 1.7.10 and got this:


    The game crashed whilst exception getting block type in world
    Error: java.lang.StackOverflowError: Exception getting block type in world


    ---- Minecraft Crash Report ----
    // There are four lights!

    Time: 4/7/19 5:34 PM
    Description: Exception getting block type in world

    java.lang.StackOverflowError: Exception getting block type in world
    at java.security.AccessController.doPrivileged(Native Method)
    at java.lang.ClassLoader.checkPackageAccess(ClassLoader.java:500)
    at net.minecraft.world.World.func_147439_a(World.java:352)
    at net.minecraft.world.gen.feature.WorldGenMinable.func_76484_a(WorldGenMinable.java:76)
    at fossilsarcheology.server.gen.FossilGenerator.generateFossils(FossilGenerator.java:28)
    at fossilsarcheology.server.gen.FossilGenerator.generate(FossilGenerator.java:17)
    at com.creativemd.generationmanager.ChunkHandler.onChunkLoad(ChunkHandler.java:71)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_253_ChunkHandler_onChunkLoad_Load.invoke(.dynamic)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140)
    at net.minecraft.world.chunk.Chunk.func_76631_c(Chunk.java:923)
    at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:46)
    at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12)
    at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:344)
    at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:302)
    at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12)
    at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:126)
    at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
    at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199)
    at net.minecraft.world.World.func_72964_e(World.java:419)
    at net.minecraft.world.World.func_147439_a(World.java:345)
    at net.minecraft.world.gen.feature.WorldGenMinable.func_76484_a(WorldGenMinable.java:76)
    at fossilsarcheology.server.gen.FossilGenerator.generateFossils(FossilGenerator.java:28)
    at fossilsarcheology.server.gen.FossilGenerator.generate(FossilGenerator.java:17)
    at com.creativemd.generationmanager.ChunkHandler.onChunkLoad(ChunkHandler.java:71)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_253_ChunkHandler_onChunkLoad_Load.invoke(.dynamic)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140)
    at net.minecraft.world.chunk.Chunk.func_76631_c(Chunk.java:923)
    at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:46)
    at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12)
    at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:344)
    at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:302)
    at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12)
    at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:126)
    at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
    at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199)
    at net.minecraft.world.World.func_72964_e(World.java:419)
    at net.minecraft.world.World.func_147439_a(World.java:345)
    at net.minecraft.world.gen.feature.WorldGenMinable.func_76484_a(WorldGenMinable.java:76)
    at fossilsarcheology.server.gen.FossilGenerator.generateFossils(FossilGenerator.java:28)
    at fossilsarcheology.server.gen.FossilGenerator.generate(FossilGenerator.java:17)
    at com.creativemd.generationmanager.ChunkHandler.onChunkLoad(ChunkHandler.java:71)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_253_ChunkHandler_onChunkLoad_Load.invoke(.dynamic)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140)

    … (it goes on and on)


    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'fml,forge'


    Sorry but I don't support 1.7.10 anymore.

    Posted in: Minecraft Mods
  • 1

    posted a message on CMDCam - Be camera & actor at the same time - Smooth camera paths
    Quote from RayHaskell»

    It mostly just has to do with how much bigger 1.12.2 is and the forge coding isn't perfect, so yes adding mods really causes the memory leaks. For 1.7.10, I knew you didn't support it which is why I don't want to ask you to fix it, but it's my real only option to use it in 1.7.10, so I was wondering if I could fix it just for my own personal use.


    If there are memory leaks to have to be connected with a certain mod. It's not a general problem of 1.12.2. There are many mods for 1.7.10 which cause them as well (one of mine did so too). It's of course your choice to use 1.7.10, but then you have to accept that it's not supported by modders anymore.

    Posted in: Minecraft Mods
  • 0

    posted a message on CMDCam - Be camera & actor at the same time - Smooth camera paths
    Quote from RayHaskell»

    I wonder, did you fix that in the OutsidePath.class? I'm just wondering how easy the fix was and if I could fix it in 1.7.10. I don't use 1.12.2 often because 1.12.2 forge has too many memory leaks.


    I never ran into a memory leak in 1.12.2. It most likely depends on the mods you use. And sorry, I don't support 1.7.10 anymore. There are many other issues in that old version.

    Posted in: Minecraft Mods
  • 1

    posted a message on NaturalBlocks v0.1 (Alpha) - Fancy landscapes & more realism
    Quote from Finelarme9»

    A chance to port it into 1.12 ? No I guess mmh.


    It's available for 1.12.2

    Posted in: Minecraft Mods
  • 0

    posted a message on CMDCam - Be camera & actor at the same time - Smooth camera paths
    Quote from RayHaskell»

    Ok. Don't worry too much, I don't want to be a bother. That's super nice of you to try though! You're mod is super cool! Great job on it so far, seriously! :)


    Fixed it! There was a minor offset when using outside mode. CMDCam v1.4.2 mc1.12.2 should be available soon.

    Posted in: Minecraft Mods
  • 0

    posted a message on CMDCam - Be camera & actor at the same time - Smooth camera paths

    I will try to fix the second issue, but i'm not sure if I can.

    Posted in: Minecraft Mods
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