• 0

    posted a message on Willing to Pay for Fixing Crashes/Updating mods

    here is the Link to the Modpack https://mega.nz/#!5PQwkBrR

    Posted in: Mods Discussion
  • 0

    posted a message on Willing to Pay for Fixing Crashes/Updating mods

    I'm using a rather old and out dated modpack that I cobbled together to make a small series Right now I'm looking into any modders who are able to help with fixing crashes and in the future updating the outdated mods.


    Right Now I'm stuck in the olden days of 1.7.10, where sadly a lot of my modpack’s significant mods are stuck, such as Pistronics, CraftHeraldry, and Carpenter's Blocks. (And Many more/though many are in various states past 1.7.10, and I was looking for either a 1.11 or 1.12 release to restart the modpack)

    I know modding takes a quite a bit of time and effort to do, so I'm able and willing to pay for this updates. Yes I'm aware that most of these will have to be completely reconstructed to to the changes between 1.7.10 and modern Minecraft. So on average for mechanic heavy mods such as Pistronics, and the Better dungeon mod, I'm willing to pay 100$ (or BO) as for less complicated mods such as CraftHeraldry & Carpenter's Blocks, I'm willing to pay 50$ because they are less work intensive and are mostly ascetic.

    On to the Next thing, I need modders able to help fix crashes or conflicts between mods. Since I'm not made of money (Not yet ;) ) I know I won't be able to update all the mods at once nor do I think they're will be enough modders willing to jump on the project. (Plus the project will cost at least 1-2k roughly) So while working on that, I'm attempting to fix possible bugs and glitches, as well as add a last few minor additions to the modpack, such as Et Futurum and fixing the Conflict between chicken bones core and spacechase0's Space core. (So I can have all the red stone and inventory stuff as well as colored words in my books)

    Since these are a lot less intensive than updating or completely rebuilding mods, I'm willing pay 20$ for each one of these, which will come with a crash log any other information the modder would need.

    As for any questions about payment or crash/reports/or how work will be allocated
    (If anyone even responses...)
    Simply PM me
    As for allocating mods and money, if a modder wants to do one of these, they can chose mod or bug fix
    If bug fix I will PM them the crash-log and once both parties accept, we will post that we both accept the terms in this forum, Once the job is finished, PM the finished work to me in which I will send the payment through paypal. (I will keep a screenshot of the payment and to who, to make sure there is no shady business)
    As for those who want to update mods, PM me, I will send the next mod that needs to be updated (Though If you want to do a different mod that is also fine) and everything will be pretty much the same as above, send finished work, receive payment.

    Lastly we reach the next big question, once these works are done, what happens to them/how are they published. Well most of those mods stuck in 1.7.10 have either been discontinued or abandoned outright. So once I receive a finished product I will attempt to contact the original author, and if possible gain their permission to publish such.(All works will be credited to the assisting modder/s) If I cannot get in contact I will still publish them with both credit going to the original mod author and the one who updated it. But if the modder wants, to, they can publish said work instead (I don't really need or want to publish said works except to get them out to the world) Bug Fixers will be credited in the Modpack.

    (Working on placing link to Modpack, and a mod list) Also if this is the wrong place to post this I'm sorry, haven't posted in ages.

    (Working on posting Link to modpack, and a modlist)

    Posted in: Mods Discussion
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    I was just wondering if you could check out this error and tell me whats wrong.

    I just updated my version of Dragon Api and even with non of its mods it gives me this crash
    java.lang.NoClassDefFoundError: Reika/DragonAPI/Instantiable/ExpandedFluid
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
    at sun.reflect.GeneratedMethodAccessor2.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:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    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:201)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
    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:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    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:112)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    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:131)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
    Caused by: java.lang.ClassNotFoundException: Reika.DragonAPI.Instantiable.ExpandedFluid
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 34 more

    Extracted and got this second crash report, and when I place the zip with it I don't get a crash report just some thing saying that I have two of the same things.

    mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: Reika.DragonAPI.DragonAPIInit
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    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:131)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
    Caused by: java.lang.ClassNotFoundException: Reika.DragonAPI.DragonAPIInit
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:61)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
    at sun.reflect.GeneratedMethodAccessor2.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:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    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:201)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
    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:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    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:112)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
    ... 10 more
    Caused by: java.lang.NullPointerException

    I made sure I removed it completly and retried it and it still doesn't work, this is the third error report. I'm not sure why it worked before but it doesn't now.


    java.lang.ExceptionInInitializerError
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:705)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    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:131)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
    Caused by: java.lang.ExceptionInInitializerError
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at Reika.DragonAPI.Libraries.Java.ReikaJavaLibrary.initClass(ReikaJavaLibrary.java:128)
    at Reika.DragonAPI.DragonAPIInit.initHandler(DragonAPIInit.java:210)
    at Reika.DragonAPI.DragonAPIInit.loadHandlers(DragonAPIInit.java:202)
    at Reika.DragonAPI.DragonAPIInit.postload(DragonAPIInit.java:113)
    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:545)
    at sun.reflect.GeneratedMethodAccessor1.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:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    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:201)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
    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:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    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:112)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:704)
    ... 10 more
    Caused by: java.lang.ClassCastException: forestry.core.config.ForestryItem cannot be cast to net.minecraft.item.Item
    at Reika.DragonAPI.ModInteract.ForestryHandler.<init>(ForestryHandler.java:32)
    at Reika.DragonAPI.ModInteract.ForestryHandler.<clinit>(ForestryHandler.java:23)
    ... 42 more


    [spoiler="(Title)"] (Text) [/spoiler]
    [spoiler="(Title)"] (Text) [/spoiler]
    Posted in: Minecraft Mods
  • 0

    posted a message on TaleCraft - A Mod For Custom Maps
    Wow, I need to get on Minecraft forums more often. I see that you and snow have been working hard. Its good to see that its getting somewhere. Anyway, I've just come to give some suggestions and I'm sorry if you've been busy with everyone's suggestions.

    Anyhow I has thinking of some sort of gui sorta like Noppes For Items and Blocks. Allowing the Map maker to change the Toughness and make there own crafting recepies (Like in Noppes - Custom Npc) and to add their own texture. I'm not a modder but from looking at how its done Would it be possible?? I believe you'd be cutting down on block IDs since it would be a.. skin on a block, so instead of having 8 or 9 types of stone you have one or two. with the Others changed using the gui. Also will this be... Compatible with Custom Npc's?

    ~I support this - Good Luck~
    Posted in: WIP Mods
  • 0

    posted a message on Custom NPCs
    Quote from CubiaRemains

    I wasn't taking to myself. I need some help with this!


    ya, you need to change the fraction, it it is the ally for the first one, it can't be harmed, change it neutral or hostile.
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    I just had an Idea, about noppes gui, the way you create NCP's couldn't you modify it to were Items could be created? Just saying using it so that you create an item then, is it weapon, what does it do, can it be placed, and such. Using sorta the same mechanic's as Custom NPc.
    Posted in: Minecraft Mods
  • 1

    posted a message on [WIP] [FORGE] Elders Magic Mod
    hey, maybe you should add some pictures? Or some features... Or something that people will be interested.
    Posted in: WIP Mods
  • 0

    posted a message on Thaumcraft 3.0.5i (Outdated)
    I had an Idea, what if you had Deities or gods for each essence? Then have six main Demi gods like Earth, Air, Water, Fire, Vis, and taint?
    and for each Deity there is two or three enchantments/potions.

    Please give feed back on this idea.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Well if Loger is still on this... somewhere, I hope him and snow accomplish their goal!! The Fate of this thread is sealed, and with this mod.
    Adventurecraft is dead, Though some new life may sprout from its fleshy corpse with the help of some of the most dedicated modders I've seen. So Everyone look forward to a new generation of mods, and hopefully I new gen Adventurecraft!
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    Quote from genx127

    is there any crafting recipes of the mod


    which one?

    To custom npc's I think its bread and sticks.
    for Adventurecraft... I theres a few adventure Items like the hook that you can craft, I think.
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    I'm not sure if Noppes can read this but, no matter. I was wondering if Noppes would be up to the task of updating adventurecraft!
    I know that its not his job but I really think that if he joins his mod with adventurecraft's and updates to 1.4.5 it would be amazing.
    Adventurecraft has pretty much been stuck in the stone age of minecraft, but if say some one were to use forge and update it to 1.4.5 or 1.4.6, it would be Epic! Also if these mods were to mix, you'd be able to create the most Awesome adventure map ever!!!

    I Also think it is our job as the community to join together and help bring changes along, if Noppes accepts this we as the community must help! Imagine it, download adventurecraft, download Custom NPC and see how they would be together!!

    ~Sorry if I broke any rules or said anything that might annoy people~

    Modder's should work together in their community, and If we did, Minecraft could sustain US, Our children, and may more to Come!
    Posted in: Minecraft Mods
  • 3

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Well, its good to see the first mod I ever played... in its original state too! I a year or two ago had an Idea of updating this amazing mod. I now see that no one tried to attempt it. I'm sure people are gonna say ,"your gonna break all of the old adventure maps." And Yes but wouldn't that give a larger reason to make NEW MAPS! Minecraft 1.4 has given us many great addons, wouldn't Adventurecraft be better with them?! Now I remember back in 1.7.3 because Technic pack was just beginning to emerge, but now that Technic pack is in a decline (for the moment, waiting for mods to update) wouldn't this be a great time to UPDATE! Also the standalone mods are pretty much obsolete in this age of Minecraft history, and with forge being THE god of modded minecraft (The Demigod being Risugami) allows for mods to work together in amazing efficiency and harmony. I'm pretty sure the maker of Adventurecraft won't update it, So I'm calling out to the modding community to take this into your own hands. I also pretty sure that will the multitude of Adventure mods out there, this mod could merge with this or it merge with this, for example Custom NPC's, a mix with the A.I. construction would be amazing.

    This is Adventurecraft so shouldn't it have more of an adventure?!
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Rossmallo


    Aura: Slightly Increases the speed and Jump height of hit targets
    Motus: Increases Speed more than Aura
    Vacous: Attracts entities to the point of impact
    Visium: Night Vision.
    Cognito: Drops a few exp orbs.
    Volitio: Increased Jump Height
    Ignis: Fire Bomb.
    Fractus: Obliterates weak blocks.
    Lux: Spawns a torch on the impact zone.
    Potentia: Causes a lightning strike on impact.
    Machina: Causes a redstone Pulse, if possible
    Saxum: Slows all targets hit
    Metallum: Causes a Heavily Damaged Anvil to drop from the sky.
    Permutatio: Changes Stone, Dirt, Sand and Gravel to another random one of those.
    Pannus: Spawns web blocks.
    Solum: Spawns dirt
    Tutamen: Resistance I
    Telum: Damage I
    Intrumentum: Mining haste I?
    Vitreus: X-Ray vision in the AoE for a few seconds
    Aqua: Just what the Water Wand from TC2 did.
    Aer: Toggles Rain.
    Gelum: Freezes water and spreads snow.
    Sonus: Creates a shockwave that deals no damage but forces enemies away.
    Sano: Instant Heal.
    Victus: Restores hunger somewhat.
    Mortus: Inflicts a short-duration Wither.
    Vinculum: Short-term paralysis.
    Venenum: Inflicts Poison on enemies.
    Animus:
    Carus: Small chance of turning stone blocks in the AoE into ores.
    Lignum:
    Flos: Works like Bonemeal but only grows flowers.
    Fungus: Like Bonemeal, but creates mushrooms, and maybe can create giant ones on grass.
    Messis:
    Herba: Bonemeal with higher potency.
    Purus: Slightly lowers the Flux in the area.
    Precantio:
    Imperito:
    Tenebris:
    Fabrico:
    Bestia:
    Corpus: Regeneration.
    Bestiola:
    Malum: Instant damage.
    Mutatio: Spawns a Wisp at the point of impact.
    Alienis: Phases the ground out where it hits, like a Portable Hole. (Bear in mind how difficult it is to get Alienis Essentia, hence how powerful it is)


    I like those Idea's, maybe a mix of Enchantments and Potions would be interesting, and Yes I know that a lot of Enchantments will need some serious Overview and thought to try and not make them as ,"raa1337" said Useless.
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 3.0.5i (Outdated)
    I Don't know if this is exactly the right place to post suggestions or not but, Wouldn't it be interesting if you gave aspects even more uses like, every aspect is also an ENCHANTMENT! Its just a suggestion, you guys need some ideas for them (If you go with this idea) I'll be more than glad to post them. (BTW if I shouldn't post suggestions here, just tell me where plz)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from UnnamedGS

    Some good points there, but I'm afraid he probably won't reply.

    Cryect has lost interest in AdventureCraft and has been gone since last year. He hasn't been showing any signs of activity, not even a post except for when he popped by to say hello and update it to take 1.2.5, because 1.2.4 was difficult to get a hold of. That's it. And that was 3 months ago now. It's a shame, and were have been talking about someone taking over.

    I hope he comes back though... I think he probably will at some point, he can't just abandon this great mod.



    Quote from jpkurihara

    It's better like that, because in some maps that involve parkour (Im looking at you, Zelda maps), the creators would have to change the designs of the maps to fit sprinting ability, since people could take shortcuts and stuff like that. Let's say that there is a 3-block long pit and you need to solve a puzzle to cross the hole. If it had 1.2.5 features, the player could use the sprint-jumping ability to jump over it. It could also be used to leave the boundaries of certain maps. So it's better to keep the mod like that.


    Yes, I know this, and thats also why I suggest the placement in Technic launcher, because player could select the 1.7.3 version like they can with technic pack, But could also update it so newer players would be encouraged to use this amazing Tool. I also hope that if he doesn't return that someone with more enthusiasm can continue his work. Actually UnamedGS You sound like a perfect person to continue his work, as you shown excellent knowledge in his program and show the needed attention to his supporters.
    Posted in: Minecraft Mods
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