• 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    You sir just combined all of the greatest mods into one, thank you soooo much ! This would replace alot of mods like extra biomes and custom ore generation and eliminate the incompatibilities they might have together !
    Posted in: Minecraft Mods
  • 0

    posted a message on Problem making 512x texture pack, lines on edges of blocks (1.4.6)
    I couldn't find any info on this on the forums or google, so I'm gonna make a post.

    I,m working on a texture pack that is twice the resolution of the default terrain.png. I set the dimensions to 512 using Gimp, saved, and put the png in the texture folder. I logged in to Minecraft and loaded up a world, and got this:

    //i.imgur.com/M5ctlXh.png" width="" height="" alt="" />" width="" height="" alt="" />

    Every texture seems to have a line from the texture below it and to the right of it.

    I am new to making texture packs and don't really know what I'm doing, I was working on a 256x texture pack until I decided to make it HD. Can anyone tell me what I am doing wrong ? Thanks.

    Here is the terrain.png that I messed up:

    //i.imgur.com/5sRhp2H.jpg" width="" height="" alt="" />" width="" height="" alt="" />
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Villagers look like squidward why?
    I think the villager design was influenced by spongebob at least alittle. I always wanted the villagers and zombies to look alike, so that the zombies could look like villagers that died and came back to life, not just a green frankin-steave. The nose isn't what bugs me much, it's the folded arms thing sticking out of their chest. Ya, I would just change the villiger texture or look up millenaire mod.
    Posted in: Discussion
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from MoonCutter2B

    I'm running BuildCraft with Millenaire and had the same problem.

    What I did was to open Buildcrafts "main.conf" file with a text editor and change all block ID's (and ONLY the block IDs!) to something else. The config file is created first time you try to launch MC with BuildCraft.

    To make it simple I changed them all from 1nnn to 2nnn, e.g. 1515 to 2515.
    This was before I started doing anything with Buildcraft in my world.
    Not sure what happens if you do this in an old world.
    Not sure how to do this on a server.

    I think that what I did manually is what the IDResolver and other launch helper addons are doing more or less.

    First few lines from main.conf:

    # Configuration file

    ####################
    # block
    ####################

    block {
    I:architect.id=2508
    I:assemblyTable.id=2517
    I:autoWorkbench.id=2502
    I:blueprintLibrary.id=2515

    ...


    That fixed it ! There are still squidward villages in my old world but I was able to spawn a millenaire village in creative. Thanx !
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from HaploVoss

    You can't install this with just magic launcher. Have you read up on the front page how to install?
    - Just be sure you have at least the recommended version of Forge
    - Open the zip file of Millenaire - go to the 'Put in Mods Folder' folder, and copy everything in there into your mods directory.

    so your mods directory should look something like:
    millenaire/
    millenaire-custom/
    millenaire4.8.0.zip
    some-other-mods-you-have.zip
    some-other-mods-folders/
    etc
    etc


    Then you should fire right up. I've not had a problem with the last 6 versions or so I've just replaced the files in my mods folder and made a new world - bam. done. I also use magic launcher to load up optifine, forgeessentials, rei's mini-map etc. and have no problems so no issues there.


    Yes, I went to the wiki page, removed millenaire from the magic launcher and put the "put in mods folder" contents in the mods folder, and that is when I started getting the crash.

    I am on Minecraft 1.4.6, I use Forge universal 1.4.6.6.5.0.486 and I installed millenaire 4.3.2.1.

    I noticed the error report said:
    Slot 1515 is already occupied by buildcraft.builders.BlockBlueprintLibrary@5f667d when adding org.millenaire.common.block.BlockMillChest@141a404

    Could there be an incompatibility with Buildcraft?
    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    I tried installing this with magic launcher and it did nothing, so I tried putting the mod files in the mods folder and upon starting minecraft I got this crash report:

    ---- Minecraft Crash Report ----
    // Quite honestly, I wouldn't worry myself about that.

    Time: 4/26/13 1:55 PM
    Description: Failed to start game

    java.lang.IllegalArgumentException: Slot 1515 is already occupied by buildcraft.builders.BlockBlueprintLibrary@5f667d when adding org.millenaire.common.block.BlockMillChest@141a404
    at amq.<init>(Block.java:324)
    at akb.<init>(BlockContainer.java:11)
    at ajk.<init>(BlockChest.java:32)
    at org.millenaire.common.block.BlockMillChest.<init>(BlockMillChest.java:63)
    at org.millenaire.common.forge.Mill.initBlockItems(Mill.java:330)
    at org.millenaire.common.forge.Mill.preInit(Mill.java:671)
    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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:483)
    at sun.reflect.GeneratedMethodAccessor3.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:140)
    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:83)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
    at net.minecraft.client.Minecraft.a(Minecraft.java:410)
    at asq.a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:744)
    at java.lang.Thread.run(Unknown Source)


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

    -- System Details --
    Details:
    Minecraft Version: 1.4.6
    Operating System: Windows 7 (x86) version 6.1
    Java Version: 1.7.0_17, Oracle Corporation
    Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
    Memory: 921992800 bytes (879 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
    JVM Flags: 2 total; -Xms1024m -Xmx1024m
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v7.25 FML v4.6.15.514 Minecraft Forge 6.5.0.486 Optifine OptiFine_1.4.6_HD_B4 30 mods loaded, 30 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
    mod_MinePainter [MinePainter] (MinePainter-0.1.0-mc1.4.7.zip) Unloaded->Constructed->Pre-initialized
    CameraCraft [CameraCraft] (CameraCraft2.3.zip) Unloaded->Constructed->Pre-initialized
    BuildCraft|Core [BuildCraft] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Builders [BC Builders] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Energy [BC Energy] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Factory [BC Factory] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Transport [BC Transport] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized
    ZAMod [Zombie Awareness] (Zombie Awareness v1.85 Mod for MC v1.4.7.zip) Unloaded->Constructed->Pre-initialized
    HangableMaps [Hangable Maps] (HangableMaps_v1.4.6_1_MC1.4.6 (1).zip) Unloaded->Constructed->Pre-initialized
    BiblioCraft [BiblioCraft] (BiblioCraft [v1.0.0].zip) Unloaded->Constructed->Pre-initialized
    mod_RecipeBook [mod_RecipeBook] (Recipe Book.zip) Unloaded->Constructed->Pre-initialized
    PortalGun [Portal Gun] (PortalGun1.4.7v2.zip) Unloaded->Constructed->Pre-initialized
    GraviGun [GraviGun] (GravityGun1.4.6v1.zip) Unloaded->Constructed->Pre-initialized
    mod_Gibbing [mod_Gibbing] (MobAmputation1.4.6v1.zip) Unloaded->Constructed->Pre-initialized
    IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized
    Thaumcraft [Thaumcraft] (Thaumcraft3.0.1c.zip) Unloaded->Constructed->Pre-initialized
    quicksand-mod [Quicksand Mod] ([1.4.6][Forge]Quicksand Mod 3.0.2.jar) Unloaded->Constructed->Pre-initialized
    MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4.4.0.zip) Unloaded->Constructed->Pre-initialized
    CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner 1.10.zip) Unloaded->Constructed->Pre-initialized
    ICBM|Explosion [ICBM|Explosion] (ICBM_Explosion_v1.0.5.166 (1).jar) Unloaded->Constructed->Pre-initialized
    ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.7-3.9.0.jar) Unloaded->Constructed->Pre-initialized
    mod_GuiAPI [mod_GuiAPI] (GuiAPI-1.4.6-TEMP.zip) Unloaded->Constructed->Pre-initialized
    Millenaire [Millénaire] (millenaire4.3.2.1.zip) Unloaded->Constructed->Errored
    CustomOreGen [Custom Ore Generation] (CustomOreGen.[1.4.6]v1.Common.zip) Unloaded->Constructed->Pre-initialized
    mod_CustomOreGen [mod_CustomOreGen] (CustomOreGen.[1.4.6]v1.Common.zip) Unloaded->Constructed->Pre-initialized
    MSC [Mob Spawn Controls] (Forge_MobSpawnControlsv1.4.6.2.zip) Unloaded->Constructed->Pre-initialized
    LWJGL: 2.4.2
    OpenGL: Mobile Intel(R) 4 Series Express Chipset Family GL version 2.1.0 - Build 8.15.10.1995, Intel
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: Default
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
    Posted in: Minecraft Mods
  • 0

    posted a message on Mob Skin Templates (Wither, Bat, and Witch added)
    I'm trying to make skins for the armors using the double layers, but the 2nd layer only covers the chest and legs and not the head and arms. The outer layer is the plates and the inner layer is supposed to be the dark part under the armour. Is there any way I can fix the 2nd layer ?

    (how do I upload pictures ?)
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Extended Workbench v1.4.2
    How can I get the extra long textures from this mod for normal tools ?
    Posted in: Minecraft Mods
  • 0

    posted a message on Zombies Attacking Animals?
    It disturbs me when I'm hiding in my house, a zombie horde is at my door, and I see mr. pig nonchalantly strolling around outside.
    Posted in: Suggestions
  • 0

    posted a message on World Editing option
    I created a new world and built alot of time's worth of stuff, I tried venturing out of the biome I was in and walk for about a mile but was still in tundra. I think I might have put "large biomes" when I made the world, what can I do besides start all over with a new one ?
    Posted in: Suggestions
  • 0

    posted a message on Rotten Flesh Nerf...
    In my experience zombie flesh has been the easiest food to get and I can survive off of it without any other food as long as I have a good supply of it. It's a lot easier to get because all you have to do is hide in a bunker until the zombies die in the sun, versus having to go find a pig and chase it around. It's just too easy given the idea that you are supposed to "hunt" animals for food, and that zombies are supposed to be poison.
    Posted in: Suggestions
  • 0

    posted a message on Rotten Flesh
    I have the Zombie Awareness mod which ramps up the number of zombies and makes them able to smell your blood when you're hurt. Every time I retreat to my bunker at night about a hundred zombies pile up at my window. When the sun comes up they of coarse all burn to death and I beat the ones with helmets on. When I step out of the bunker the whole ground is covered in rotten flesh, and I end up with 64 rotten flesh every night. I basically never have to worry about food or hunting animals ever again, and it feels just over powered. I don't even notice the hunger effect and have always been wondering why my hunger bar turns green until I read the forums, so the "poison" effect doesn't balance my abundance of rotten flesh.
    I guess my gripe is I want rotten flesh to have a worse penalty, either that or I would just have to get rid of zombie awareness mod. It would be nice if it actually made your health go down like real poison, then you could eat it as long as your health is high enough, then when the poison wares off your health would just regenerate because you are full.
    Posted in: Survival Mode
  • 0

    posted a message on [1.5 and up] [FORGE] [UNIVERSAL]IronChests 5.0 - Minecraft 1.5 update!
    McAfee don't like the download page
    Posted in: Minecraft Mods
  • 0

    posted a message on Looking for heavily modded server with...
    I'm looking for a heavily modded sever that allows griefing/stealing/pvp without getting banned. Although I don't want a server that uses cheater mods like too many items or overpowered mods.
    I have about 20 mods on single play and some of them I can't do without:
    Simple physics
    IndustrialCraft
    ThaumCraft
    Mo' Creatures
    Custom Ore Gerneration
    Portal Gun
    Weather mod
    Zombie awareness
    Posted in: Server Recruitment
  • 0

    posted a message on Walk through leaves (slows you down, makes a rustling sound)
    Absolutely, the leaves would even impede your vision if the were tall enough. Mobs could hide in the bushes and you would only know they are around by their sound, imagine hunting pigs ! Right now bushes are like re-textured dirt hills. I think making you slow would be kinda bad for leaves, I like frantically running through the jungle from zombies.
    Someone made a mod that does this with snow and made it so it can stack up like snow blizzards and have an increasing slow effect, so the idea is possible.


    I found this post cuz I was looking for a mod that does this, oh well someone will make it eventually.
    Posted in: Requests / Ideas For Mods
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