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    posted a message on [1.2] ICBM - Missiles and Military Tech! [6,000,000+ DOWNLOADS]
    Quote from Calclavia

    Replace the coal with oil bucket.


    So is this yet another oil type that is nearly indiscernible from buildcraft or ic2 or can we use ones that are already established?
    Posted in: Minecraft Mods
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    posted a message on [1.2] ICBM - Missiles and Military Tech! [6,000,000+ DOWNLOADS]
    Hey Everyone,

    I'm currently running 1.3.2 on my server with ICBM mod.

    Currently, no one can craft a basic missile module. Its very perplexing, as everything else can be crafted. I've naturally checked the config folder and haven't found anything that would prevent it.

    Does anyone have a fix for this?
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Hello all,
    I seem to be having a rare problem that has occurred before that doesn't really have a definite solution. Here's my error:

    ---- Minecraft Crash Report ----
    // Don't be sad, have a hug! <3

    Time: 11/18/12 5:41 PM
    Description: Exception in server tick loop

    java.lang.ClassCastException: railcraft.common.blocks.tracks.TileTrack cannot be cast to forestry.core.gadgets.TileMachine
    at forestry.core.gadgets.BlockMachine.a(BlockMachine.java:183)
    at up.l(World.java:3639)
    at up.z(World.java:3649)
    at buildcraft.transport.pipes.PipeLogicIron.initialize(PipeLogicIron.java:67)
    at buildcraft.transport.Pipe.initialize(Pipe.java:250)
    at buildcraft.transport.TileGenericPipe.initialize(TileGenericPipe.java:285)
    at buildcraft.transport.TileGenericPipe.g(TileGenericPipe.java:157)
    at up.h(World.java:1954)
    at gr.h(WorldServer.java:452)
    at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:634)
    at ft.q(DedicatedServer.java:241)
    at net.minecraft.server.MinecraftServer.p(MinecraftServer.java:565)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
    at ep.run(SourceFile:539)

    Relevant Details:
    - Minecraft Version: 1.3.2
    - Operating System: Windows Vista (x86) version 6.0
    - Java Version: 1.7.0_09, Oracle Corporation
    - Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
    - Memory: 905219016 bytes (863 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
    - JVM Flags: 2 total; -Xmx1024M -Xms1024M
    - FML: ~ERROR~ NullPointerException: null
    - Is Modded: Definitely; 'forge,fml'
    - Profiler Position: N/A (disabled)
    - Player Count: 0 / 20; []
    - World Antonia Entities: 0 total; []
    - World Antonia Players: 0 total; []
    - World Antonia Chunk Stats: ServerChunkCache: 0 Drop: 0
    - Type: Dedicated Server

    This was the solution provided by the OP.

    Quote from CovertJaguar

    My advice? Ditch ID Resolver and learn to do it manually. And you'll probably need to remove the offending block, either with MC Edit or by changing the ID of Forestry's machines. Because the block currently thinks its a machine but it has a rail tile, and it seems SirSengir didn't put in the proper checks to prevent crashing when that happens.


    So, in my case, it isn't that easy (if even possible) to remove the core forestry module because its not just a block. What should I do in this situation? Is there any way to clear the issue or remove the section without having to completely rework the entire server? It really isn't an option for us.

    Thank you for any insight you can provide.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from thegofa

    Yes this never came out as SMP for 1.3.2 due to 1.4 coming through almost the same time DrZhark was updating from 1.2.5 to 1.3.2 which was a nightmare. Thats why I never made an install video for 132 SMP :)

    TG :Diamond:


    Well that sucks. Looks like im going to have to wait for horses for a while, lol. Has he expressed any interest in also updating his 1.3.2 version? A lot of servers in that version rely on it.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Hello Everyone,
    I am attempting to get this mod on my server; however, Im running into a problem.

    We're running on 1.3.2 by the way.
    java.lang.NoClassDefFoundError: apn
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:407)
    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.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
    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.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:466)
    at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:80)
    at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:340)
    at ft.b(DedicatedServer.java:49)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:433)
    at ep.run(SourceFile:539)
    Caused by: java.lang.ClassNotFoundException: apn
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 29 more
    Caused by: java.lang.NullPointerException
    at org.objectweb.asm.ClassReader.<init>(Unknown Source)
    at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:162)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)
    ... 31 more

    Relevant Details:
    - Minecraft Version: 1.3.2
    - Operating System: Windows Vista (x86) version 6.0
    - Java Version: 1.7.0_09, Oracle Corporation
    - Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
    - Memory: 991977392 bytes (946 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
    - JVM Flags: 2 total; -Xmx1024M -Xms1024M
    - FML: ~ERROR~ NullPointerException: null
    - Is Modded: Definitely; 'forge,fml'
    - Profiler Position: N/A (disabled)
    - Type: Dedicated Server

    Now, I read the OP and am aware that the mod did not work for SMP in the initial days of the 1.3.2 update, but was that ever fixed? Did he just port it to 1.4.2 and fix it there?

    Thank you for any assistance you can render.
    Posted in: Minecraft Mods
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    posted a message on [1.2] ICBM - Missiles and Military Tech! [6,000,000+ DOWNLOADS]
    I have a question for this mod in general that I haven't really found any documentation regarding.

    If you have a target that's 1000 blocks away, can these missiles move through unrendered space? Will it still hit that target even though it has to pass through an area that hasn't been rendered?

    I know the author touched on this before, but he hasn't said anything about recent updates.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2][Beta] SirenMod - Add Alarms and Sirens to Your World!
    Quote from lmw5201

    this mod is a match made in heaven with ICBM mod!


    What two mods do you think I use on my server? xD
    Posted in: Minecraft Mods
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    posted a message on [1.3.2][Beta] SirenMod - Add Alarms and Sirens to Your World!
    Quote from Exyon

    Nice mod, but I think the range could be higher... Apart from that, very good work! :)


    Yeah, an idea was to make a separate siren for long distance, but some people could have an issue with that thanks to "griefers" who would put them all around servers underground, then activate them to cause mayhem.

    An idea that I am going to be going for is to create a siren specifically for air raids that has a louder sound and is tougher against explosions. Server admins will be able to disable this block.

    Quote from Stratigizer

    I love the mod but just some constructive critism the sound is sometimes uneven it starts out good but then it goes down also its not in the creative inventory so just a couple things to look at, other then that its awesome it works great


    Can you explain a bit further? Uneven? Creative is one thing that I will fix along with config files when the next minecraft patch comes out.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2][Beta] SirenMod - Add Alarms and Sirens to Your World!
    Quote from Horiizon

    You said this is also working for Modloader as well right?
    If I download modloader will it work? or do i need to download the audio mod with it


    Yes, it will work with modloader just fine. All methods are written specifically for modloader.

    Audio mod is and never will be required.
    If you download modloader, it will work by itself just fine.

    This mod does not require audiomod. All methods are modloader methods and don't require any other plugins.If you download modloader, it will work by itself just fine.

    This mod does not require audiomod. All methods are modloader methods and don't require any other plugins.
    Quote from sirdabalot

    I think I'm gonna wait for a config file, but anyways, an amazing mod. :D


    That's step two.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2][Beta] SirenMod - Add Alarms and Sirens to Your World!
    Im glad you think so.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2][Beta] SirenMod - Add Alarms and Sirens to Your World!
    Alright, so ModLoader is telling me here that there is no method that it knows of that I use for ticks.

    Can you tell my your version of modloader?
    Posted in: Minecraft Mods
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    posted a message on [1.3.2][Beta] SirenMod - Add Alarms and Sirens to Your World!
    Quote from YouAlwaysWin

    Hey, just thought I'd let you know that I did a review of your mod on our YouTube channel, if you want to use it. Love the mod BTW. Eee Err!




    I love the enthusasim from that mod review! I'll put it on the page so you can get some more views. The mod was just MADE for adventure maps.

    Quote from Senioo

    Where are the config files for the bllock IDs? I get a ID conflict and I cannot find the config to fix it, any help?


    The config files are not in yet. That's something that I really need to put in. Can you change the config of the other mod to fit siren mod? If the situation is really dire and you just can't wait, I can make a custom version for you in five minutes or so. A config file will come out in the future.

    Quote from Horiizon

    Does it really need forge? Can i use modloader instead?OR does minecraft forge is compatible with modloader. Also does forge act as a modloader so the other mods i installed that need modloader work with forge? please answer!


    No, forge is not a total requirement. It only uses modloader methods and API, so technically that can be used as well. I have seen people make it work both ways.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2][Beta] SirenMod - Add Alarms and Sirens to Your World!
    Lol, thanks. Im not an artist, just a programmer.

    So, are you guys playing the mod? Any feedback that you can offer?
    Posted in: Minecraft Mods
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    posted a message on [1.3.2][Beta] SirenMod - Add Alarms and Sirens to Your World!
    Its perfect for smp when you're fighting with friends.

    Think of having a political based map where you are a nation and your friends are other nations. If there's an invasion, it really makes an ambiance.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2][Beta] SirenMod - Add Alarms and Sirens to Your World!
    It is indeed up.
    Posted in: Minecraft Mods
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