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    posted a message on ChickenBones Mods
    Quote from Neon_ColorsFTW22

    1. Install codechicken core
    2.install NEI and when i say install make sure you install EVERYTHING!!!


    Okay, so apparently you only read the actual error code. Because if you had read any more, you would have seen the massive tag that says I did both of those. And I have installed EVERYTHING!!!. If I was having such a simple problem, I would have already fixed it,

    ...

    Eh-heh. While I was about to write something more scathing, I figured out my problem. DARN YOU MACS WITH YOUR INABILITY TO MERGE FOLDERS!!!!
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    Alright, so this has been posted a few times in the last few pages, but I have tried each of those fixes on my own, and none of them worked, so I come here to see if anyone has a solution I have not tried.

    Error Block:


    Mods loaded: 35
    ModLoader 1.2.5
    mod_CodeChickenCore 0.5.2
    mod_MinecraftForge 3.2.3.108
    mod_NotEnoughItems 1.2.2.2
    mod_4096Fix v4 for 1.2.5
    mod_ComputerCraft 1.33
    mod_CCTurtle 1.33
    mod_EE 1.4.5.1
    mod_EnderStorage 1.1.1
    mod_PigbearLaser 1.4
    mod_RedPowerControl 2.0pr5b2
    mod_RedPowerCore 2.0pr5b2
    mod_RedPowerLighting 2.0pr5b2
    mod_RedPowerLogic 2.0pr5b2
    mod_RedPowerMachine 2.0pr5b2
    mod_RedPowerWiring 2.0pr5b2
    mod_RedPowerWorld 2.0pr5b2
    mod_WirelessRedstoneCore 1.2.1
    mod_WirelessRedstoneRedPower 1.2.1.1
    mod_WirelessRedstoneAddons 1.2.1
    mod_AdditionalBuildcraftObjects 0.9.1-100 (MC 1.2.5, BC 3.1.5)
    mod_BuildCraftCore 3.1.5
    mod_BuildCraftBuilders 3.1.5
    mod_BuildCraftEnergy 3.1.5
    mod_BuildCraftFactory 3.1.5
    mod_BuildCraftTransport 3.1.5
    mod_SneakyPipes 0.1.1 (Minecraft 1.2.5, Buildcraft 3.1.5, Forge 3.0.1.75)
    mod_LogisticsPipes 0.2.5B (built with Minecraft 1.2.5, Buildcraft 3.1.5, Forge 3.1.2.90)
    mod_BuildCraftSilicon 3.1.5
    mod_Forestry 1.4.6.1
    mod_BuildCraftZFP (Forestry Package)
    mod_IC2 v1.95
    mod_CompactSolars 2.2
    mod_IronChest 3.3
    mod_ThaumCraft 2.1.6

    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.




    --- BEGIN ERROR REPORT 13b20d07 --------
    Generated 5/27/12 3:52 PM

    Minecraft: Minecraft 1.2.5
    OS: Mac OS X (i386) version 10.6.8
    Java: 1.6.0_31, Apple Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
    LWJGL: 2.4.2
    OpenGL: NVIDIA GeForce 9600M GT OpenGL Engine version 2.1 NVIDIA-1.6.36, NVIDIA Corporation

    java.lang.NoClassDefFoundError: codechicken/nei/NEIPacketHandler
    at mod_NotEnoughItems.load(mod_NotEnoughItems.java:29)
    at ModLoader.init(ModLoader.java:891)
    at ModLoader.addAllRenderers(ModLoader.java:189)
    at ahu.<init>(RenderManager.java:86)
    at ahu.<clinit>(RenderManager.java:14)
    at net.minecraft.client.Minecraft.a(Minecraft.java:394)
    at net.minecraft.client.Minecraft.run(Minecraft.java:732)
    at java.lang.Thread.run(Thread.java:680)
    Caused by: java.lang.ClassNotFoundException: codechicken.nei.NEIPacketHandler
    at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
    ... 8 more
    --- END ERROR REPORT bf119482 ----------


    Thanks.
    Posted in: Minecraft Mods
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    posted a message on ComputerCraft Program Library
    Quote from Kyoshiku

    Name of program: Fallout 3/NV style 'hackable' terminal
    Functions: opening doors, with a lot of work.
    Download link/Copy of code: http://kyoshiku.net/fo3_term.rar
    A description (Optional):
    Terminal to open a single door, in Fallout 3 style.

    Top output goes to the door to open it, bottom input for the reset(from a secure room would be good.)

    Important! all files must be in the local computer running the program. You can't just dump this one into /roms/programs/. Put them all into the /saves/worldname/computer/#/ for the computer(s) you want it in.


    Ehheh. I was just thinking about how one would go about making this, then you post. *looks over code* Huh. If you don't mind, I'm going to integrate this into my personal OS. Though, that'll be after I set up a front bumper of sorts to make this only accessible through a Hack command at my own password screen. Gotta make griefers work to troll me. Though, obviously there would be none on a single-player world. But still, fun.
    Posted in: Mods Discussion
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Yeah, since even the upgrade, I've had a similar problem as zeek up there. Sometimes, I attack a reficule, and either they take damage (which I can't see) and they don't animate the reaction, or they just plain do not take damage, and I have to wait for scripted damage (say from a guild member, hunter, or eventually a hired guard) for them to take damage.

    Even before the update to 1.0.0 (and whatever you fixed there), I had this problem, and it may be related to the overwhelming fire/netherrack spam that the reficule mages killing my FPS/responsiveness, but I do not think so. I noticed it more when I ran this alongside Millenaire. Specifically, when the Reficules attacked, the three mages (I think, in that combat I cannot really see very well) all attacked at once, making the entranceway almost completely covered over with Netherrack by the time it was all said and done. How this relates to Millenaire is difficult for me to describe. Mostly, it. . . sort of. . . glitched them. After a certain distance, the game fails to load (or opts not to load) NPCs at startup. Well, this happened when the Reficules attacked the guild, except to the village. They eventually came back (walked 1000 blocks north, came back), but it was almost like the game wiped the entirety of its entity table for the several chunks that the guild takes up (and some others around it) instead of just reseting the guildmembers/guildmaster.

    I'm gonna try this without Millenaire, see if it happens then.


    Also, for the one guy screaming about the attack: If you want to try before you buy, so to speak, go watch Paulsoaresjr's Youtube. He's got a few videos (including a part of an LP) about ToK. Otherwise, just play it through and have a few swords with you at all times.
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    On the Mac, it is the same to install. Probably, Zalameda installed the mod directly into the JAR, like I did. You can do this, and it will not let you see the Mod ver.

    So, Zal, try getting a fresh JAR, drop in Modloader, then place the Zip file for ToK into your Mods folder. Then Del. the props file.
    Posted in: WIP Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from sandyrossw

    I have all the mods you listed and also a Sadhu very near both a burning village and a reficule and he's survived.LOL. I did have to log out and back in every time I visited him because he was gone every time I went back to him and that respawned him. Is his tree still there?


    Yeah, tree is still there. I keep forgetting about the logout, login thing. Might try that later. Thank you for that help (and let's hope it works)
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Hmm, okay, I think I have found a bug.

    Basically, the Sadhu, whom I need to continue the Creation quest, disappeared. The basic circumstances are this: I have installed Tale of Kingdoms, Millenaire, TMI and ModLoader. I found the wiseman before I built my Kingdom, and then, once I finished that (ADD kicked in), I could nto find him again. There is a burning town near his home, but there is a six-block drop from the village to his grove. Also, it was lit enough around it to make sure no mobs spawned. Nevertheless, he has dissappeared, and after chopping down an entire forest (with the ToK worker, or course), I still cannot find him.

    So, does he move alot? Or did ToK delete him because of the proximity?
    Posted in: Minecraft Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Alright, so I have a few things to talk about.

    FIrst, are the quest stats supposed to tranfer over when you start a new "Conquest"? Because mine do, and it makes it a little annoying when I just want to restart the world.

    EDIT: Nevermind, I found my answer. But, in future updates, can you get this to auto-reset the savefile?

    Second, I found this while strolling through my completed kingdom. It is a mage and a priestess. I saw them in front of the church one day, and thought little of it since that could have just been coincidence. I came back the next MC day to find them exploring the Mage's tower (I keep doors open so the guards can kill things). I went away for about an in-game week and had lost all but those two guarding the city. I found them, together again, in a small flower garden. They did not want to look at me, so I had them line up for the below picture.

    My only conclusion is that the Mage and Priestess got married, and have taken their early-marriage arguments out on the poor zombies and creepers.

    (In spoiler tags, because it is huge. I will take a smaller one if anyone can shrink it. Also, I actually do not know if this will work, so someone tell me please.)



    And yes, I bought all of that in my hotbar. Yes, it was expensive. And that is not all I bought.Thank you Indian village (located nearby!).
    Posted in: WIP Mods
  • 1

    posted a message on New Nether... Survive This
    First: Sniggy, take a breath, man. You've gotten to the anger-fueled part of your forum existence. And it is impairing your eyesight a bit, I think, because you overlooked something.

    Secondly: Hyomoto, you do have a point, but let me give you an actual Minecraft-logic argument in favor of Bloodstone tools, to which you refer about Obsidian. Firstly, Obsidian is only really useful for getting to the Nether. Yes, it does protect blocks from explosive damage, but so so Bricks. And since you can make infinite Stoen Bricks, that frankly look better, the only reason to mine obsidian more is the fact that it does make other items eventually. And adding in everything here would actually make a faster obsidian mining not only useful, but a necessity.

    Also, because of how far into the game it takes to actually get to the Bloodstone tools, the player has probably already made almost all of the objects in the New Nether, and is really getting the tool for the same reason you get a Diamond pickaxe after the first one. And that in and of itself is very much Minecraft progression. Getting wood tools makes wood easier to collect. Stone is better for stone, iron for iron, diamond for everything Overworld. The only one that sidesteps this progression is gold, which is out of place completely.

    The other tools are given Effects to make Minecraft less of a linear game, which is really what Minecraft is all about. Can't mine obsidian but need a portal? Use lava and water! What a move sideways that was. Are you stuck in a desert but need a shelter? Make sandstone! Really, Minecraft has always been about making things accessible from all points, and looking for different, though not necessarily better, methods. Squares, not lines. So, really, the tool sets in this suggestion fit better with the original Minecraft ideas than even some Minecraft-canon blocks made past, I'd say Beta 1.3.


    I would talk about tier'd acquisition, but, really, all of the items in the Nether, save Blood Gem items, are available from the outset in the Nether. Unlike iron which requires you to get stone, which in turn requires wood, the New Nether only needs iron level tools to get any and all of them. So really, where is the tier'ing here?



    TL;DR: Sniggy, chill, read the section on Blood Gem tools. Hyomoto: READ THE ENTIRE POST. I have carefully (sorta) compiled all I know about your arguments. As much as I have read about this suggestion, that is actually not much. I will not foreshorten my rant for the sake of a skimmer.




    Lastly: Some of this may make less sense than I anticipated. I will gladly respond to any challenges, retorts, rebuttals, etc. I tend to type fast and put in a lot of information, but leave out a selection because I assume people have read the appropriate materials, or came to the same conclusions. Obviously, this is almost never true, so I need to add information I did not include originally.



    EDIT: Holy Crap. It's three in the morning where I am, and I just now, after about fifteen hours, realized this was my 42 post. Now there are two jokes in my sidebar. If only Cosmological Constants could be so simple in reality. . . (I think, I really do not understand what that is, aside from the obvious.)
    Posted in: Suggestions
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    posted a message on The Aether(Anti-Nether Realm) Current Topic: New Nether
    Hmm. I think the present way Notch and Jeb have talked about hunger may make a hunger-draining mob a bit more suited for the New Nether.

    As I understand it now, Hunger is supposed to cause physical damage once it gets down really low. Depending on how fast the mob would drain it, that hunger could make for a more direct damage method than the Aether is thematically designed for.
    Posted in: Suggestions
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    posted a message on New Nether... Survive This
    If you are going for a Lion reference, Grey, and if it does still conjure images of a Lightsaber whenever someone says it, you might think of re-naming them Leosabers. The worst that can do is bring up images of Scimitars (well, curved blades in general).

    On a side note that does absolutely nothing to help the problem: Imagine a sabertooth tiger with mini-lightsabers for teeth. That made me chuckle for a bit.
    Posted in: Suggestions
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Hmm. I cannot wait to see how sub-buildings work out. I don't make custom buildings very often, mostly because they come out a bit. . . bland. But if this works as I am now hypothesizing it does, it could make for some interesting builds.

    But, as I said, now I must dive in and see how it works out. Look for any ideas I come up with on the custom thread, I guess.
    Posted in: Minecraft Mods
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    posted a message on Your Own Villages
    Alright, time to send in some sanity. Even if it is pouring more water than the sky could POSSIBLY hold.

    agentstaple does have a good idea, it just needs a bit of smoothing into the main, and to make it more. . . adaptable.

    What we have right now, according to the OP, is a village that takes orders from the player, and builds the requested building on the spot that a flag is placed. That I know of, you have not added any information on the upgrades yet. But, if you do, my thought would be a "Sign", something automatically created on the building that displays the name of the building (Which Kinniken had to create because signs in vanilla don't do yet). When you click this sign, the building's GUI comes up. Here you can make changes to the building, including upgrades and hire/fire actions.

    AgentStaple's idea can be implemented here. A building, once it is built and the residents move in, can be given materials that match the need for the upgrade (cobblestone and stone for a forge, for instance), and then given a certain amount of time with no action, they will build the next upgrade with the highest cost. It's more about keeping the "Leader" of the village moving about.

    I dunno. This may be too unbalanced, but then again, it might work.
    Posted in: Suggestions
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    posted a message on [ADV] Kingdom of the Sky (Narrated Story) Multiple Perfect Review Scores - 175,000+ Downloads!
    Heyyyy. Inthelittlewood is playing this on his LiveStream. Thought someone would like to know.


    EDIT: Mmmn. Ninja'd

    NEW EDIT: Thank you Martyn and BTC.
    Posted in: Maps
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    posted a message on Your Own Villages
    Whoa, man.

    Alright, well, here we go.
    (Quick Note: Some of these may actually suck. I came up with most of them whilst half asleep and under the influence of both Benadryl and caffeine. It was a lovely night.)

    Houses: Upgrade - Compound. Basically, each house would be doubled (sorta), and have a small wall around both of them. This is the one where you better have a lot of space between houses, or just plan on making new houses for "Old Families". The idea behind it would be that a single family could have their kids live in the same "House". I would have made it a "Mansion" upgrade, but this goes better with my Upgrades theme of adding on smaller buildings.

    Timber Plot: Upgrade - Saw Mill. A small building to the side of the plot that accepts wood blocks and puts out wood planks. This would have a runner working it aside from the Lumberjack, though both would have that title.

    Quarry: Upgrade - Crane. This one I had to reach for. The crane "pulls" blocks from the mine, intact. Mind you that Notch has made it so Endermen can actually pick up blocks. But I do not expect that here. This is just so Cobblestone does not constantly have to be smelted. The crane would not increase the effectiveness of the quarry, but would make certain blocks wind up in a dispenser in the quarry building as smooth stone instead of cobblestone.
    Upgrade - Rock Crusher. Does not actually crush rocks. But will, in addition to the stone, pull up gravel at random. All that mess from the cobblestone has to go somewhere, right?

    Carpenter Building: Upgrade - Kiln. A small brick hutch that cooks clay into bricks. And then the carpenter makes the bricks into brick blocks.

    Blacksmith: Upgrade - Boiler Furnace. You know how small furnaces only make a single stack of whatever they have into a single stack of whatever it makes? Well, this would act a bit like the "Large Furnaces" that have been circling the rumor mill. Just stick it to the side of the blacksmithy.

    Farm: Upgrade - Farmhouse. This may a seem a bit backwards. I see the farms as being communal in the beginning, like most colony farms.(aka, plant it yourself, they will harest as necessary) However, at a certain point, you can decide to hire an actual farmer, and his wife. So, you put up a single (large) family home. This would kinda need to be near all farms, because I can see this as becoming too much at a certain point.
    Upgrade - Mill. Bakery. Butcher Shop. Clothier. Whatever. They make stuff from the stuff the farms grow.

    Kennels: Upgrade - Breeding Pen. Puppies!

    Barracks: Upgrade - Ballista Tower. Basically a giant tower out the top that you or your villagers can climb to shot at stuff. And "spot" stuff, though that would really just be an aesthetic script.

    Guard Tower: Upgrade - Wall. This would pretty much happen automatically. Put two towers in a straight line, with no synthetic materials (planks, cobblestone) in the way, and the villagers will start asking for wood and cobblestone. The wall goes up when they have enough. Note: A straight line can also be a diagonal, but only if it is 45 degrees off both.

    Archer Range: Upgrade - Fletcher. When Flint becomes more common, like after the quarry gets the rock crusher, the fletcher will start making arrows, so the archers don't have to hunt skeletons to restock.

    Docks: Upgrade - Shipwright. This one requires some explanation, and might hinge on what happens in the 1.8 update. Well, this all will, technically. But, for this one, I mean if the Adventure update has anything like an airship, the shipwright upgrade would be more for them. That and I see the dock possibly needing to be supplied with boats, and then if they all break, the fishermen just stand on the dock and cast. The Shipwright would fix that.

    Market: Upgrade - Inn. People can sell here normally. But only local merchants will sell here normally. Add an inn, possibly with a tavern in the ground floor, and merchants from a distant village, like the colonizing village, will drop by for trade. Say you find a lot of gold in your new village, well now the others can be richer too. And the tavern serves food and drinks.

    The, uh, minecart buildings. I have voiced my opinion on that already.

    I will try to have some images for these ideas sometime in the day. But I cannot promise anything.



    EDIT: Alright, pictures not coming today, maybe tomorrow though. Also, Rockboy, unless you are going to update the information on the OP, can you do something about the spelling and grammar? I can help, if you want it.
    Posted in: Suggestions
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