• 1

    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Quote from Loony_BoB»

    Quick and hopefully simple question: Does anyone know how to remove the //pos1 and //pos2 markers you place? Obviously this isn't hugely important but it'd be really nice to know. ^^


    Try out the new //fedeselect command that is written in this changelog here:
    https://github.com/ForgeEssentials/ForgeEssentials/wiki/ChangeLog
    Posted in: Minecraft Mods
  • 2

    posted a message on Better Archery v1.6.2 (Adds new bows, arrows, quivers, more)

    I would be happy to see a port to 1.7, because there are not many alternatives to this mod that I really like.

    Posted in: Minecraft Mods
  • 1

    posted a message on Carpenter's Blocks
    Quote from Mineshopper»

    I usually only test between small version changes, and after a few releases I will remove some compatibility code during cleanup. As for 3D Blocks, it has never worked with this mod (as far as I have heard). I have never personally looked into it. As for water appearance around blocks underwater, it's a known issue. It is difficult to fix fully as water blocks are hard-coded to check for adjacent liquids, and the techniques for fixing it can be slow. ASM is one option, but I have no experience doing that - and it has the potential to create issues with other mods.

    Ah ok, thank you for this information. I am glad that it worked, working for month and realizing then that I am stuck at a Carpenters' versions would be my nightmare.
    Quote from NicRC»

    Hi when i saw this mod on a video i never had minecraft. So i thought that if i got minecraft, I could get the mod. Now what i had in mind was that i could get the mod with the latest update8D, but no i can't and now i feel like i have wasted my money because i thought i would have something to do instead of just normal Minecraft. So i beg you please please make the next update to 1.8. while thank you so much for creating the mod so other people could enjoy it who don't have 1.8. thanks have a great day!


    LOL, on what information did you buy Minecraft? :lol: :lol: :lol: If you would have had a look at the website of carpenters you should have seen some information about a 1.8 port. The current version of carpenters is based on version 1.7.10, that is still the foundation of most mods out there. So you have at least the option to play Minecraft with this mod on MC 1.7.10, which is just a visit into the options menu away. Good luck!
    Posted in: Minecraft Mods
  • 0

    posted a message on Chest Protection Mod for Forge Server

    Hi guys, I recently switched from Cauldron to a Forge Server and I am looking for a protection mod like LWC for my forge server. It looks like that they started to develop a forge version LWC5.0, but the last version is one year old. Are there any mods out there to protect the chests of my residents?


    Thank you for your help.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Red Gear Core [2.1.0]

    Hi guys, while I tried to install Red Gear Core on my Server, it will give me an error that it could not load the jar file. The server will delete the jar file then being unable to use the SnowFall mod. Is there any way to fix it? This will also happen to my client. I use Forge 10.13.4.1558.



    16.03.2016 23:42:01 [main/ERROR] [FML] Unable to read the jar file RedGearCore-1.7.10-2.2.2.jar - ignoring
    16.03.2016 23:42:01 java.io.FileNotFoundException: E:\Minecraft\TEST- Forge Server 1.7.10 - 10.13.4.1558 - Integrate\mods\RedGearCore-1.7.10-2.2.2.jar (Das System kann die angegebene Datei nicht finden)
    16.03.2016 23:42:01 at java.util.zip.ZipFile.open(Native Method) ~[?:1.8.0_73]
    16.03.2016 23:42:01 at java.util.zip.ZipFile.<init>(Unknown Source) ~[?:1.8.0_73]
    16.03.2016 23:42:01 at java.util.zip.ZipFile.<init>(Unknown Source) ~[?:1.8.0_73]
    16.03.2016 23:42:01 at java.util.jar.JarFile.<init>(Unknown Source) ~[?:1.8.0_73]
    16.03.2016 23:42:01 at java.util.jar.JarFile.<init>(Unknown Source) ~[?:1.8.0_73]
    16.03.2016 23:42:01 at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:308) [forge-1.7.10-10.13.4.1558-1.7.10-universal.jar:?]
    16.03.2016 23:42:01 at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:221) [forge-1.7.10-10.13.4.1558-1.7.10-universal.jar:?]
    16.03.2016 23:42:01 at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90) [forge-1.7.10-10.13.4.1558-1.7.10-universal.jar:?]
    16.03.2016 23:42:01 at cpw.mods.fml.relauncher.FMLLaunchHandler.setupServer(FMLLaunchHandler.java:74) [forge-1.7.10-10.13.4.1558-1.7.10-universal.jar:?]
    16.03.2016 23:42:01 at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForServerLaunch(FMLLaunchHandler.java:39) [forge-1.7.10-10.13.4.1558-1.7.10-universal.jar:?]
    16.03.2016 23:42:01 at cpw.mods.fml.common.launcher.FMLServerTweaker.injectIntoClassLoader(FMLServerTweaker.java:23) [forge-1.7.10-10.13.4.1558-1.7.10-universal.jar:?]
    16.03.2016 23:42:01 at net.minecraft.launchwrapper.Launch.launch(Launch.java:115) [launchwrapper-1.12.jar:?]
    16.03.2016 23:42:01 at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
    16.03.2016 23:42:01 at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_73]
    16.03.2016 23:42:01 at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_73]
    16.03.2016 23:42:01 at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_73]
    16.03.2016 23:42:01 at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_73]
    16.03.2016 23:42:01 at cpw.mods.fml.relauncher.ServerLaunchWrapper.run(ServerLaunchWrapper.java:43) [forge-1.7.10-10.13.4.1558-1.7.10-universal.jar:?]
    16.03.2016 23:42:01 at cpw.mods.fml.relauncher.ServerLaunchWrapper.main(ServerLaunchWrapper.java:12) [forge-1.7.10-10.13.4.1558-1.7.10-universal.jar:?]

    Posted in: Minecraft Mods
  • 0

    posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)
    Quote from apoclaydon»

    That would be really cool of you if you did but understandable if you decide against it

    using minetweaker sounds like your best shot if you want to disable the pc as it can remove recipes but id go for mr_crayfish's solution

    I would be totally fine to just remove the Minebay option, you would then have a very expensive PC that does nothing ^^. That somehow worked, but I don't think that it is intended to crash the client if the server restricted the use of Minebay.
    Posted in: Minecraft Mods
  • 0

    posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)
    Quote from Mr_Crayfish»

    I don't have the option to disable furniture but you can disable all the sales in the config.

    Ah ok thank you, yes I already did this. By the way there seems to be a bug. I deactivated all features of minebay, so I set them to false. This will result in a client crash on my server if I want to use the PC (rightclick).
    Posted in: Minecraft Mods
  • 0

    posted a message on Official CYBOXshaders V4

    Hey Cybox, I noticed a strange little dot that is being rendered on the screen. It is flickering and changes the size while I am walking. I tested it with the HIGH pack. Issue


    I took some screenshots during the night and I am loving it. It is so atmospheric! I used the Cinematic pack that resulted in two to ten fps, but hey it doesn't matter for screenshots: Gallery

    Posted in: Minecraft Mods
  • 0

    posted a message on Official CYBOXshaders V4

    Ah ok, could you just upload the altered files then for those packs, I really would like to try them out but I am not sure what files really are responsible for the effect that is written on those packs..

    Posted in: Minecraft Mods
  • 0

    posted a message on [Teleportation] Warp Book

    I have no idea then, if you use Optifine you could try to deactivate the mod and try it out again. To be on the save side use the vanilla texture pack. If Optifine is the problem, I read that this could be a problem of connected textures. If you don't use Optifine you could try out some of the guides that you can find by googleing for "minecraft pink black texture issue".

    Posted in: Minecraft Mods
  • 0

    posted a message on Carpenter's Blocks

    Hey Mineshopper have you ever heard of the mod "Blocks3D Mod". It will turn all 2D sprites into 3D models:

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292063-blocks3d-mod


    The problem is, that all blocks (slopes, etc.) will become invisible if you want to use the mod. They are still there but you can not see them. I already suggested a solution for the issue by using a blacklist system that would exclude your blocks from becoming 3D, but I hoped you would have an idea how it could be fixed on your side?


    I tested it out with Carpenter's Blocks v3.3.8_dev_r8 and 3DBlocksMod-1.7.10.1.jar.


    Thanks.


    EDIT:

    After I successfully updated my Server from 1.6.4 to 1.7.10 using Carpenter's Blocks 3.2.8 on both sides, I decided to update Carpenter's Blocks from 3.2.8 to 3.3.8_dev_r8. While everything was working before in 1.7.10 the new DEV version threw a whole bunch of errors right after I tried to join the server. I was immediately kicked and the error log of the server rose.


    [18:30:39] [Server thread/ERROR] [FML/]: A TileEntity TileEntityCarpentersBlock(com.carpentersblocks.tileentity.TEBase) has thrown an exception during loading, its state cannot be restored. Report this to the mod author
    java.lang.NullPointerException
    at com.carpentersblocks.tileentity.TEBase.addAttribute(TEBase.java:309) ~[TEBase.class:?]
    at com.carpentersblocks.tileentity.MigrationHelper.updateMappingsOnRead(MigrationHelper.java:44) ~[MigrationHelper.class:?]
    at com.carpentersblocks.tileentity.TEBase.func_145839_a(TEBase.java:78) ~[TEBase.class:?]
    at net.minecraft.tileentity.TileEntity.func_145827_c(TileEntity.java:116) [aor.class:?]
    at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:496) [aqk.class:?]
    at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:41) [ChunkIOProvider.class:?]
    at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12) [ChunkIOProvider.class:?]
    at net.minecraftforge.common.util.AsynchronousExecutor$Task.finish(AsynchronousExecutor.java:189) [AsynchronousExecutor$Task.class:?]
    at net.minecraftforge.common.util.AsynchronousExecutor.finishActive(AsynchronousExecutor.java:354) [AsynchronousExecutor.class:?]
    at net.minecraftforge.common.chunkio.ChunkIOExecutor.tick(ChunkIOExecutor.java:30) [ChunkIOExecutor.class:?]
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:596) [MinecraftServer.class:?]
    at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:334) [lt.class:?]
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547) [MinecraftServer.class:?]
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427) [MinecraftServer.class:?]
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?]

    For a more sorted type of this issue, see pastebin here: http://pastebin.com/1nRTwu4E


    Do you have an idea what could be the reason for this? Was the version change too much?


    EDIT2:

    I was able now to join the server. First time I tried to join I was kicked immediately and the server throw this error for about two minutes. After the server stopped to produce this error I shut em down and started him again. I was able to join but nearly all blocks of Carpenter lost its tile and the orientation.


    Picture 1

    Picture 2


    EDIT3:

    Ok I managed to update to the latest dev build by updating the mod in small steps from 3.2.8 to 3.3.0, to 3.3.0.1, to 3.3.1, to 3.3.6, to 3.3.7, to 3.3.8_dev_r8. God it works now. During the update procedure I never had any error logs in the server log file and everything is working now.


    Btw. is there any possible solution for stairs and steps to be rendered correctly underwater, without having these air bubbles around?

    Posted in: Minecraft Mods
  • 0

    posted a message on Blocks3D Mod

    Regarding to Carpenters' Blocks, yes they will be invisible, don't know why even with the latest version. Could you add a blacklist like config for the mod? So all block ID's that are written there like 245:2 are ignored and rendered just as vanilla? This could help to solve this issue..

    Posted in: Minecraft Mods
  • 0

    posted a message on Official CYBOXshaders V4
    Quote from CYBOXgaming»

    Thankyou! For the transition, I have also noticed that and will fix that in v4.1 (To be released in a week or two) the torch colour has been fixed, and the lighting is slightly darker and less blinding, so the bloom wont be a problem anymore.
    Also in V4.1 is circle dof instead of hexagons.
    Hope that fixes all your problems :D

    Cooll, I am looking forward to the next release, thank you. Could you tell me a bit about the shader requests that are written on the main page of this thread? I wonder what they do, or what they contain..
    Posted in: Minecraft Mods
  • 0

    posted a message on [Teleportation] Warp Book

    @Duo_decimal: I would recommend to put the textures into your primary resource pack, so as long as you pay attention to the file structure it should work if you put the textures into your resource pack instead of putting them into the jar file. I always do this procedure for having my own textures for Archimedes' Ships etc..

    Posted in: Minecraft Mods
  • 0

    posted a message on Official CYBOXshaders V4

    Hey Cybox, I tested out your shader and I really like it! It is a mixture of having a realistic and cinematic look, good work! However there are some things that need some improvements regarding to the transition of dusk to night. In my opinion the saturation drops a bit too soon, resulting in a strange look for a minute or so at the setting of the sun. Moreover it seems like you are working with a saturation decrease during the night that will also affect torches. It would be nice if you could find a way to exclude the light source of decreasing the saturation, I haven't had a look at glowstone, maybe this is also affected by the saturation decrease. Finally I had some issues regarding to bloom, so if you are in a desert with a lot of sand and sandstone, the bloom is a bit too much (imo). It feels like the sun would provide too much light.., but maybe it is just my monitor because I enabled dynamic contrast.


    All in all it is a very good shader pack that I want to use as my primary pack. Don't get me wrong with my comments to some parts of the shader that I don't like as much as I would like.


    Keep up the good work!

    Posted in: Minecraft Mods
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