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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    Quote from Mithey»
    The trailer for the map is finally up there on the main post! =)


    I spent the last couple of days redesigning how I do bosses slightly to make it easier to add more and added in a couple of nice features on top of it. The current plan if all works out is that I will be releasing a mini map soon which contains a series of just 3 bosses (it isn't CTM and won't have dungeons) to test out the new changes and see how well it works. So if you enjoyed the boss fights in the Terra Restore map make sure to keep an eye for that in the near future. Also depending on how well it all goes I might make a single boss fight map every few weeks, no promises on that though.

    Also Terra Restore 2 is in the planning/organizing stage right now, more so fleshing out some pretty awesome ideas and making sure they will work. This mini map will be a test of sorts. ^.^ If I did update the map again here it wouldn't be anything too major, just small fixes.


    I've thought about having the music loop before but there are a couple of problems, for one some people might not like the same song looping over and over, and some other songs might just sound weird being looped over and over again. So if I did add such a thing I'd have to have an option for both.

    Another problem which relates to why the music doesn't always play when you teleport to the monument is that the system uses hopper clocks to tell when the song is over and then prepares itself to be able to be triggered again. However if the hopper clock chunks are unloaded because the area is so big or you are just passing through the clocks will stop counting down while the song continues to play which means when you pass by it again it will think the song is still playing and won't play again until the hopper clock finishes counting down. So that would involve somehow putting all the music redstone in the spawn chunks. If anything having the ability to repeat the music might be a Terra Restore 2 thing.

    The intersections themselves are rather small areas and the players generally don't stick around them for too long so I decided not to add music for them. On top of that too, the more music I have in the map the bigger the download size is, the music is around 1/3rd of the total download size right now. Also squeezing in music into the intersection in between music playing in the surrounding areas can be tricky without overlapping songs partially which would sound strange.

    I will for sure check out their music though, thanks! =)

    Okay, sure thing. Here's my next update.

    So I took your advice and went down the mountain. At this point, FYI, I had farmed over a stack of sunshine essences (this was before I got your reply), so here's to hoping there will be some sort of trade using them for consumable items later in the map (maybe the higher tier potions?). Anyway, the mountain was quite fun and not too hard without that horrible blaze spawner I should have destroyed, although the last two rooms were quite intense. In fact the creeper blew up the sign at the last gate area (see image 1). One thing, though - I really didn't like the custom position data in the last room. I like challenges, but this wasn't a challenge; this was just stupid. Instead of making the area trickier (as I assume you intended) it just ruins the gameplay. I ended up constantly running back and forth, letting them despawn and slowly advancing my bridge down. There really wasn't much else I could do. The player needs a reward for just running down the pillars - he doesn't have any incentive unless you put the spawners there. If your intent was to prevent them from being instantly broken, just place some fish blocks around it or something, just no more of this position data BS. Of course, there's the possibility I completely missed what you intended the player to do here, but I don't know. It worked in ominous hillside because it introduced more tactical gameplay and encouraged more exploration of the hillside, while leaving it not completely necessary. But here, there's no reason to use fancy techniques when normal methods would work just fine. But other than that, great job on the area - I really enjoyed it :D

    Moving on, I made it to the village and started exploring there. But before I get on to that, I'd like to address an issue one might have with the map at this point. The problem is with the pacing. As Vechs once said, at certain points in the map, the player needs some "downtime" to just take a break and work on something relaxing. In most CTM maps I've played, I've seen this taken too far; instead of moving on, the player is forced to make backtrack rails and such all the time. However, in this map, it seems to be taken to the opposite extreme; there's still almost none at all even past intersection 2. This may work in other maps, but doesn't in this one because of the direction it seems to be taking. This map seems to walk closer to and adventure style map than other do - and this is fine. In my case, I really enjoyed it; all the areas seem much better designed to fit with the rest of the map, if that makes any sense. But the one thing this applies to that I don't quite appreciate is the base. The way I see it, there are two different experiences minecraft appeals to. There's the experience of adventuring and exploring in a creative environment, but vanilla minecraft is severely lacking in that department. That's what CTM maps are for; to capitalize on what minecraft could have been/could be, and this one takes that all the way - which, like I said, is fine. But this map is lacking in the other experience to which minecraft appeals - building and problem-solving in an open, creative environment. In other CTM maps, the base is an open canvas. Even in something like Inferno Mines, where your base is set up for you, there is so much you can do - just look at Zisteau and Amlup's let's plays of it. But in this map, the base is a closed case. Sure, there are upgrades, but they're already set for you. And sure, you could say that the monument is the place for you to do that, but it's set up in such a way as to seem separate from your base. It takes away from minecraft, having a base like this - it actively discourages building up in your own way, which is exactly what minecraft is all about. Sorry to be so harsh, but that's really how I feel about it. Anyway, this has much to do with personal preference - Some people might be dying of tiredness after the first intersection, while others might be completely fine. I have a pretty high tolerance, at least on this side - as much as I'd love to work on some project, I can ignore it for a while and just keep going. It would be far too much work to fix at this point in the map's development; I suppose this map just won't be for everybody, but it's definitely something to keep in mind while working on your next map :) . A few last things:
    - I'm pretty sure villagers are actually really good about keeping NBT data on their trading items, even modded data that they wouldn't know about.
    - If you set up the command blocks the way I think you did, then putting the one that changes the difficulty to peaceful before the one that teleports you and rigging up a comparator to it should fix the difficulty not switching.
    With that all out of the way, let's move on.

    The sewers area was easy enough to find. It was slightly off-putting that I had to go find it, but the transition was done pretty well. The area itself felt a lot like the water cave, but the gameplay was completely different. It wasn't ultra hardcore, for one, and there weren't signs to slow down.play carefully, so I just went blitzing through the area. I was fine, too, until that horrible room with the creeper spawners :angry: (see image 2). Fun fact: I've never really thought of creepers as a real threat to me until this map, and that's coming from someone who went through both Boomer Castle and Lower Mines from Waking Up and Inferno Mines. But while those areas were pretty tricky, the difficulty lied in the way creepers would keep blowing up your progress, not in the danger of death. However, both of the times creepers were used intentionally in this map, I got completely wrecked :steve_rage: . Actually I should address that; I found the ice area in intersection 2 to be much, much more difficult than anywhere else to date, including the sewers, due to those stupid creeper spawners there. Not sure if it was intended, but I feel you should know that. But this was the first time I found creeper spawners in the sewers. I'm pretty sure I'm close to the exit, but who knows, right? I haven't moved forward since I retrieved my two corpses - I died a second time while trying to grab my first (or I guess technically eleventh) body. Managed to break the spawners the second time around, though :) . Oh, I'm getting off topic - back to creepers. I've never really considered them a threat (well, there were the old alpha/beta times, but other than that) to my safety before this map. I mean, I didn't think of them as nothing- but they were nowhere near the danger level that they should have been at. But, all joking aside, I feel like the sewers should also be in ultra hardcore mode (not my problem to figure out how to do that evil face). The map is supposed to get more difficult as it goes along, and the sewers were too easy. If you're trying to give the player the break, you're doing it wrong because it's still too combat-heavy. Making it in uhc mode would just make everything more interesting - and if you want to make the area easy, just stock it with an excess of golden apples. Anyway, that's all I have for now. Gonna get back to playing more of your awesome map. As always, thanks for reading :D
    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    Quote from Mithey»

    It is for sure a pain getting out of the UHC area so I'll probably end up putting a quick warp out behind the wool. I suppose I can add a little bit of resistance to the jump boost spawners in the island area too.

    The two secret items in the hillside and mines area might be a bit outdated for you if you are on the island area to be honest. The hillside treasure might not be terrible at least and is pretty easy to find but still, you might of found something just as good as it by this point.

    The recipe in the water area is also I suppose "decent" and if you want a hint:

    There are three branches in the UHC area, one branch leads to the wool, another to the Terra Restore, and the other to the recipe

    However to be honest I'd say get past the island area and get to the next area past that - at which point the loot gets slightly better and monsters start dropping all the essences instead of just one type, which makes farming the essences a lot easier.

    As far as grinding goes in general in the map, you really shouldn't have to grind much since I've been pretty generous as far as the loot goes. That being said if you die and lose all your main gear and don't have a decent backup set then you might have to. Also the difficulty starts to really pick up around the 11th area so you might have to start grinding then depending on what shape your gear is in and all. So in my opinion, I wouldn't worry too much about grinding for the time being until later areas, unless you want to for fun of course.

    And feel free to post updates there, I enjoy the feedback and it helps a lot!

    As far as using villagers for making potions goes that might be a good idea actually. The only problem with using villagers is they can't tell the difference between a custom item and a normal item, for example, essence of sunshine and blaze powder and will end up taking either or regardless of what the trade says.



    If I keep on getting a decent amount of feedback in general I might end up doing one last fairly decently sized update yet actually! =)

    Alright, I'll keep on posting updates, and thanks for the reply :D
    One thing I'll say though, the music really hurt the map at certain points. What would happen is I would be in the middle of a dungeon, and everything would be great, and I would be going along just fine, and then all of a sudden the epic music going along with it stops! And then, I have to go all the way back to the start of the dungeon just to get the sound playing again, and by the time I get back, the music's halfway done! Seriously though, it was really frustrating to have that music stop and just lose the groove I was getting into. If there's any way you can have the music loop around an area like separate video games outside of minecraft, it would be amazing. Also, please make the music play at any point, not just at the beginning of a dungeon and definitely not some arbritrarily random spot that's near the entrance but you might not pass through it. Also, the music at the monument wouldn't always play when I teleported there from intersection 1 - I would often tp back and forth just to get it playing. It needs to be fixed. And while the music so far is amazing, certain places like intersections are lacking in it. You should go check out Waterflame on youtube, he makes some awesome music that I'm sure he'd be fine with you using. I am proud to be one of his first subscribers, and by my recommendation, you should specifically check out his tracks "Conclusion", "Nightlife", "Fuzzy", "Velocity Wings", "Race around the World", "Race around the World 2", "Endgame", "Starfall", "Clutterfunk", and "Ricochet Love". Have fun! :D
    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    I'm at the last area in intersection 2, and I've made a bit of progress towards the Tropical Islands of Nalu. For now, I've decided to put my exploring on hold, and farm out all the essences until I upgrade my base completely. So far I'm doing pretty well, 10 deaths so far; The first two were fighting Whitley (I think I spelled that right?), and third and fourth in the stupid horrible frozen column where stupid horrible creepers stupidly horribly kept blowing me up. The fifth one was fighting Whitley again, and the sixth was a random derp when I was farming essences of sun. Interestingly enough, I didn't die at all in the Ultra Hardcore Water Cave; In fact, that area was a blast and I loved it. Really my style of area; it brought back some of the danger of old alpha/beta maps while still keeping the fun spirit of the new updates. Although, you seriously could add a faster way up the waterhole, ferrying back and forth some of the loot I found there was just painful. My seventh death was an actual death in the Tropical Islands of Nalu, when I died because I didn't want to break that first blaze spawner and couldn't light it up well enough. I thought spamming torches everywhere and blocking up a lot of area around the spawner would have been enough, but they kept spawning in the back. Don't worry, though, I got all my important stuff back :D ! My next two deaths were derps while farming essences of sunlight, and my last death was a derp with the jump boost spawners at the Tropical Islands of Nalu. Actually, it would be really nice if you could give resistance lasting a few seconds after the jump runs out if you're going to do something like that - it would really be much appreciated. Also, I must say, I really liked ominous hillside; much like Ultra Hardcore Water Cave, it was really my style, especially the actual hillside before that last castle. You bet I'm going to turn those superspawners into an epic grinder! ...I'm not sure why, really; I have plenty of iron, experience, food, and everything else... I'll still do it just for the fun of it, though :) . One thing - I didn't find the "secret" in both Mines of Chao and Ominous Hillside; nor did I find the recipe in Ultra Hardcore Water Cave (seriously, that one was extremely well/badly hidden, depending on your perspective! I searched everywhere and still couldn't find it D: ). Are any of those things really important or helpful? Oh, and if the recipe gives fire protection armor, that counts. In a spoiler-free way, could you tell me? Although, if the recipe matters, just give me a hint about where it is, please. Seriously, that place is starting to drive me insane.

    Also, what's your advice during this point in the map in general? Should I continue to farm these things, or no? I plan on creating grinders for the ice/water/fire ones, and just fighting the sunshine mobs - I might un-torch the spawner nests I did torch, and yes, I kept them; I'm one of those guys that keeps pretty much every spawner around whether he needs it or not :3 . As I was saying, I plan on grinding them out, but should I not? Are there going to be consumable things I might want to purchase with them? And what's your advice on the rest of the map, in a spoiler-free way? Thanks.

    One last thing. I'm probably going to start posting progress and victory updates here, unless you mind, so please share your thoughts on that as well. Thanks for reading, and until next time, take it easy :D

    Edit: Another last thing, would you believe it? :P
    I accidentally broke one of the potion stores by giving it more than enough of its ingredients, and it only needs the one so I can't update it (I hopped into creative in a separate save to see how it worked). Do you mind if I quickly go and fix it? Honestly, in the next update, I would just turn those into custom villagers.
    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    One problem, though - how do the block farms work? When I went in, I was expecting there to be forms of renewable blocks there (cobblestone/stone generator, etc.). What do you do there?
    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    Oh my god, this is amazing... I've found that most maps in general have varying degrees of quality, from horribly balanced (wayback project) to really well-made and professionally created (pantheon), but this just blows everything else out of the water.. I mean, seriously! The balancing does need a bit of work, but it's still really well done and I can see the effort you put into all of this.. Seriously, you're awesome! :Diamond: to you!
    Posted in: Maps
  • 0

    posted a message on All-U-Want - Create and edit items, entities, spawners, and more!
    Quote from crazysupers123»

    I currently have no other installed mods and i have 1.7.10-Forge10.13.0.1180

    Well, the mod isn't compatible with 1.7.10 yet, you need to have 1.7.2. Also, can the OP make a backport to 1.4? Please?
    Posted in: Minecraft Mods
  • 0

    posted a message on EXPMod[mini-mod] - Displays current exp above levels
    Can you make a backport to 1.5?
    Posted in: Minecraft Mods
  • 0

    posted a message on Sky Den: A Modded Sky Survival Map with NPCs and Quests, now with Cosmic Patch. Featured by CaptainSparklez!
    Quote from Rowdie06

    Hello there,

    This is my first time working with mods in minecraft. I tried extracting the most recent skyden .zip file into my mod folder using Forge. However when I logged in using my Forge profile I got this crash report. Please help me. I am very lost.

    ---- Minecraft Crash Report ----
    // Daisy, daisy...

    Time: 6/20/14 9:10 PM
    Description: Initializing game

    java.lang.VerifyError: Bad type on operand stack
    Exception Details:
    Location:
    noppes/npcs/CustomNpcs.GivePlayerItem(Lnet/minecraft/server/gui/MinecraftServerGui$2;Lnet/minecraft/command/IEntitySelector$1;Lnet/minecraft/entity/passive/EntityAnimal;)V @127: invokevirtual
    Reason:
    Type 'net/minecraft/profiler/IPlayerUsage' (current frame, stack[1]) is not assignable to 'net/minecraft/server/gui/MinecraftServerGui$2'
    Current Frame:
    bci: @127
    flags: { }
    locals: { 'net/minecraft/server/gui/MinecraftServerGui$2', 'net/minecraft/command/IEntitySelector$1', 'net/minecraft/entity/passive/EntityAnimal', float, double, double_2nd, double, double_2nd, double, double_2nd, 'net/minecraft/profiler/IPlayerUsage' }
    stack: { 'yc', 'net/minecraft/profiler/IPlayerUsage' }
    Bytecode:
    0000000: 2ab4 0160 b401 6499 0004 b12c b601 6a4d
    0000010: 1301 6b46 2ab4 0160 b401 6fb6 0175 256a
    0000020: 8d0c 2566 8d63 3904 2ab4 0160 b401 6fb6
    0000030: 0175 256a 8d0c 2566 8d63 3906 2ab4 0160
    0000040: b401 6fb6 0175 256a 8d0c 2566 8d63 3908
    0000050: bb01 7759 2ab4 0160 2ab4 0179 1804 632a
    0000060: b401 7c18 0663 2ab4 017f 1808 632c b701
    0000070: 823a 0a19 0a05 b501 842a b401 6019 0ab6
    0000080: 0188 572c b401 8b36 0b2b b401 912c b601
    0000090: 9699 0049 2b19 0ab8 019c 2ab4 0160 190a
    00000a0: 1301 9e13 019f 2ab4 0160 b401 6fb6 0175
    00000b0: 2ab4 0160 b401 6fb6 0175 6613 016b 6a0c
    00000c0: 620d 6ab6 01a2 2b19 0a15 0bb6 01a5 2cb4
    00000d0: 018b 9d00 0819 0ab6 01a8 b1
    Stackmap Table:
    same_frame(@11)
    full_frame(@218,{Object[#348],Object[#397],Object[#358],Float,Double,Double,Double,Object[#375],Integer},{})

    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
    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:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
    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:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:491)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
    at net.minecraft.client.main.Main.main(SourceFile:103)
    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 net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
    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:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
    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:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:491)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)

    -- Initialization --
    Details:
    Stacktrace:
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
    at net.minecraft.client.main.Main.main(SourceFile:103)
    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 net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    -- System Details --
    Details:
    Minecraft Version: 1.7.2
    Operating System: Windows 7 (x86) version 6.1
    Java Version: 1.7.0_60, Oracle Corporation
    Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
    Memory: 41449520 bytes (39 MB) / 151056384 bytes (144 MB) up to 518979584 bytes (494 MB)
    JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.03 FML v7.2.211.1127 Minecraft Forge 10.12.2.1127 17 mods loaded, 17 mods active
    mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
    FML{7.2.211.1127} [Forge Mod Loader] (forge-1.7.2-10.12.2.1127.jar) Unloaded->Constructed
    Forge{10.12.2.1127} [Minecraft Forge] (forge-1.7.2-10.12.2.1127.jar) Unloaded->Constructed
    CustomNpcs{0.8} [CustomNpcs 1.4.5] (CustomNPCs_1.4.6.zip) Unloaded
    EE3{pre1e} [Equivalent Exchange 3] (ee3-universal-pre1e.jar) Unloaded
    eplus{1.12.1} [Enchanting Plus] (EnchantingPlus-1.12.1.jar) Unloaded
    Mystcraft{0.9.5.00} [Mystcraft] (mystcraft-uni-1.4.6-0.9.5.00.zip) Unloaded
    RedPowerCore{2.0pr6} [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded
    RedPowerBase{2.0pr6} [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded
    RedPowerWiring{2.0pr6} [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded
    RedPowerLogic{2.0pr6} [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded
    RedPowerLighting{2.0pr6} [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded
    RedPowerWorld{2.0pr6} [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded
    RedPowerMachine{2.0pr6} [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded
    RedPowerControl{2.0pr6} [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded
    modRFL{1.4.6} [Rotten Flesh to Leather] (Rotten Flesh to Leather - Forge 1.4.6.zip) Unloaded
    Thaumcraft{3.0.1c} [Thaumcraft] (Thaumcraft3.0.1c.zip) Unloaded
    Launched Version: 1.7.2-Forge10.12.2.1127
    LWJGL: 2.9.0
    OpenGL: GeForce GT 650M/PCIe/SSE2 GL version 4.4.0, NVIDIA Corporation
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs: []
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
    Anisotropic Filtering: Off (1)


    No, you weren't supposed to extract it to the mods folder, you were supposed to extract it to your .minecraft.

    Anyway, I have a problem of my own. Skyden and all the mods there run just fine, but NEI just doesn't show up. Forge says it's installed and it works and all, but the GUI isn't there. I'm not sure if I installed it wrong, or what?
    Posted in: Maps
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