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    posted a message on [Forge] Matter Overdrive (Replication,Energy Weapons,Black Holes and Androids)

    Jeez every time I look at this mod thread it's looking better and better.


    Haven't had the chance to play it as of yet but nonetheless it's looking really good.

    Posted in: Minecraft Mods
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    posted a message on ProjectE - Equivalent Exchange 2 (EE2) for modern Minecraft versions

    Best of luck with upgrading your system. I love your work with reviving the old ee and continuing work on it in the form of ProjectE. I would fund your PC if I had the money (unfortunately I don't at this point in time). Heck if you lived in Australia I'd just straight up send you my old 560ti.


    Anyway hope it all goes well and you manage to work out something.

    Posted in: Minecraft Mods
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    posted a message on [Forge] Matter Overdrive (Replication,Energy Weapons,Black Holes and Androids)

    From the screenshots this mod looks really nice. Textures and models are well done.

    Will have to give it a try.

    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Silentine»
    Update:


    I apologize for my absence from the modding scene in the past few months. I have finally gathered the courage to finally address the issue about the future of this mod.

    I will get to the point; why have I not updated the mod yet despite a length of time that has already passed? I recently spent a long amount of time to study for a board exam that was set at the end of October (Spoiler: I failed). However this is not the primary cause for the lack of updates; it is that I have not been playing Minecraft since the 1.7.x update and beyond.

    I cannot find the motivation to update a mod for a game I do not currently play. I also fear that I may have forgotten a good deal of knowledge on how to code in Java. And the recent change in the policy of wikispaces no longer freely hosts none educational wikis meaning I need to rework all the information again.

    The amount of time and work I would need to update the mod is staggering. The last update took me 3 weeks straight to update, let alone this update could take me months including relearning java, relearning how to mod in Minecraft and a new wiki. Sadly I currently do not have the amount of free time I had in the past.



    What is next?

    I cannot find the will to let go of the mod. I feel like I have sense of responsibility to work on an update after stating so previously. But at the same time I do not want to continue to drag it on and disappoint, especially with people who have waited ages for an update. Such a conundrum I am in.

    One may suggest leaving the mod in the hands of another modder. Thing is I do not know anyone outside this thread nor in Minecraft itself who I can trust with such a responsibility. Not just trust or responsibility, I literally do not talk to anyone on the forum nor do I play with anyone in Minecraft. Not that I do not want to, I lack the capability to do so.

    Social awkwardness aside, something inspired me today to finally set time to work on the mod. I might set up a schedule, maybe once or twice a week I will put effort into releasing a 1.7.x update. The process may be slow, but at least some progress will be made towards an update. Maybe if I have had enough or have realized I simply cannot release an update I will release the source and let the community itself update it, if they choose to. But until I have not tried to release an update, I will not give up just yet.



    I will end it here. I do not want to end up with a "wall of text". I can go on and on but all that matters is "when is there going be an update", not "why is there no update".

    Just wanted to say welcome back silentine. Glad to see that you've returned.
    Was getting a bit worried that you had abandoned us, but am extremely happy that youve taken the time to address our concerns.
    Looking forward to wherever you take this mod in the future, whether it be just updating it for newer mc versions or passing it on to someone else.

    Too many devs abandon their mods without informing the community, so I am extremely happy to see that you've decided to post here and in this case decide to update the mod a bit longer.

    Hope the exam stuff went well too and again glad to see you back here.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Come on Silentine, we know that you've looked at the forums recently. At least let us know how everythings going :)
    Posted in: Minecraft Mods
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    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    Will be looking forward to the update of this mod. Been a follower of this mod for a long time.

    I say since the block ID system doesn't exist anymore (yay) go ahead and convert the blocks if it will make it easier in the long run.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    I believe that is a question which every modder despises.

    In this case SIlentine has been studying for something big (forgot what it was) and he should finish some time early next month. (Thats just a guess from me). He will most likely start work on the update then.
    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2
    Just wanted to say thanks to Boni for taking over the development of tinkers construct. Would have been a shame if such a great mod was left to disappear into obscurity.

    Not sure if this question has been answered, but I just wanted to ask, are you going to be implementing some changes to TC from Iguana tweaks such as the ability to upgrade tools and retain all previous modifications?
    Posted in: Minecraft Mods
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    posted a message on [Deleted in compliance to Chococapic13's new rules for his shaders]
    Yeah I'm getting the same issue here. Using an AMD R9 270x and AMD FX 8320.

    Also here's a screenshot of the issue.



    Posted in: Minecraft Mods
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    posted a message on Not Sure Which Mod Causing Crash.
    Ah thanks for pointing that out. For some reason I thought Electrical age was one of the 1.7.10 mods.

    I have tested it without electrical age and it appears to work, so thanks again for your help.
    Posted in: Java Edition Support
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    posted a message on Not Sure Which Mod Causing Crash.
    Well theres some damn annoying conflicts when these mods are enabled. My brain is really beginning to hurt.(Disable one of these and everything works, because screw logic)
    Edit: disabling flaxbeards steampower doesnt get the game working (Also example mod is electrical age)
    Posted in: Java Edition Support
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    posted a message on Not Sure Which Mod Causing Crash.
    Ok, I've been testing the instance by disabling and enabling various mods and have found out that NEI seems to be one of the mods contributing to the issue. If I disable NEI the game appears to launch and run without any apparent issues. Now I have to find out exactly which mod NEI is conflicting with.
    Posted in: Java Edition Support
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    posted a message on Not Sure Which Mod Causing Crash.
    Quote from grimallq

    You're mixing 1.7.2 and 1.7.10 mods. Unless it's explicitly announced that a 1.7.2 mod works in 1.7.10 without issue, assume it doesn't work with 1.7.10.

    I have tested any 1.7.2 mods included by themselves and they appear to work fine. Also heard somewhere that quite a few 1.7.2 mods run just fine with 1.7.10. I still feel that a specific mod is causing the issues when both mekanism and electrical age are enabled. The game runs fine if for example all the ticked mods in the list are enabled but either electrical age or mekanism are disabled, both do not need to be disabled at the same time only one of the two need to be disabled. If I test an instance where all mods except for electrical age and mekanism are disabled it also runs perfectly fine. So I was hoping to be able to find out which other mod is causing the issues between mekanism and electrical age.

    Edit: I have tested Liteloader with inventory tweaks and have not had any issues, but disabled both anyway alongside the minimap just as a test. This does not seem to have fixed the issue.
    Posted in: Java Edition Support
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    posted a message on Minecraft Forge: Error when startup
    The problem here is the Rival Rebels mod. At this point in time it is compatible with version 1.6.4 not 1.7.2 of minecraft.
    Posted in: Java Edition Support
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    posted a message on Not Sure Which Mod Causing Crash.
    Hey guys, recently I have been trying to put together a 1.7.10 pack of mods for me to play and am having issues where minecraft crashes on startup. The game seems to work fine if I disable the Electrical age or Mekanism mod, but whats strange is that when I load an instance with just electrical age and mekanism without any mods it appears to work fine.

    I would appreciate it if someone could help me work out what exactly is causing the crashing.

    CrashLog and Modlist are below.

    CrashLog: http://pastebin.com/RuuLjueA

    ModList:

    Posted in: Java Edition Support
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