• 0

    posted a message on [1.6.2] Vanilla with Sprinkles - Mods built to fit closely with the vanilla game (Last updated: 9/8)
    Quote from Koopinator
    For pistons, you can place them facing downwards if you jump/look down while holding the rotation key.


    *scratches head* Wait... thought I tried that... but now it works. Anyways, thanks! That works perfect. Even if it does make me wonder how I missed it.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.2] Vanilla with Sprinkles - Mods built to fit closely with the vanilla game (Last updated: 9/8)
    Hi Koopinator,

    Found your mods yesterday while looking for a better way to position pistons, so Rotation Key was a great find! I do have one question. Is there any way to rotate vertically? I'd like to rotate pistons so they face down, but can't see a way to do it. If there's no way to do this yet, may I be so bold as to suggest adding a way to do it? Possibly an alternate hotkey?

    Oh, and I managed to break something. When rotate_slabs is set to false in the config file I get the following error report. When set back to true, everything starts up fine. Confirmed it still happens when only loading ModLoader and Rotation Key using Magic Launcher.

    --- BEGIN ERROR REPORT d3289340 --------
    Generated 16/09/12 3:48 AM

    - Minecraft Version: 1.3.2
    - Operating System: Windows 7 (amd64) version 6.1
    - Java Version: 1.7.0_07, Oracle Corporation
    - Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
    - Memory: 2931565560 bytes (2795 MB) / 3087007744 bytes (2944 MB) up to 3087007744 bytes (2944 MB)
    - JVM Flags: 2 total; -Xms3072m -Xmx3072m
    - ModLoader: Mods loaded: 2
    ModLoader 1.3.2
    mod_RotationKey v.1.1.1 [1.3.2]


    java.lang.NullPointerException
    at sh.c(ItemSlab.java:40)
    at ModLoader.addName(ModLoader.java:391)
    at ModLoader.addName(ModLoader.java:363)
    at mod_RotationKey.load(mod_RotationKey.java:117)
    at ModLoader.init(ModLoader.java:938)
    at ModLoader.addAllRenderers(ModLoader.java:185)
    at avy.<init>(RenderManager.java:87)
    at avy.<clinit>(RenderManager.java:14)
    at net.minecraft.client.Minecraft.a(SourceFile:260)
    at net.minecraft.client.Minecraft.run(SourceFile:516)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 971b33fc ----------

    Love your mods so far and can't wait to see the other ones you're working on!
    Posted in: Minecraft Mods
  • 0

    posted a message on [MOD] Sivuden's Mods (B1.2_2!) Updating Rounds CCR's!
    I love that you are bringing back Round's CCR's!

    As I was testing out Sandstone+ and Renewable Wood, I noticed a couple of things. Sandstone+ only works if the four sand are in the bottom left. Anywhere else they go back to the default recipe. I don't know if that was intentional?

    I also can't get Renewable Wood to work. I'm sure everything is set up and working fine since I have 50+ mods running, but neither of the recipes work. I've tried everything I can think of, including testing it without any other mods (except ModLoader) installed, so I thought I would ask if it is working for anyone else?

    Hope your adapter comes in soon, it's always horrible to be without your own computer... plus I'm looking forward to more CCR's :tongue.gif:
    Posted in: Mods Discussion
  • 0

    posted a message on [MOD] MinecraftUnleashed :: Migrated
    First off, I love the mod Roundaround! ... Just like about 90% of your other mods :biggrin.gif:

    Quote from Roundaround »
    Quote from Fusnax »
    Ok, installed this but now my whole minecraft is invisible, any idea why?


    I think it's a conflict with something. It only occurred for me when I had multiple mods installed. When I cleaned my .jar and ran again, everything went back to normal. I've yet to locate the incompatibility.

    I do believe I found the conflicting mod. I'm pretty sure it's Optimine. Everything works fine as soon as I remove that. With Optimine patched in... this is what I get



    If I'm up on the part that renders everything looks fine, until I walk over to the edge all I see is the blue void. Monsters and animals still show up fine, right through the invisible walls. It also always seems to be the same areas that are visible or invisible, don't have a clue why though?

    Hope you can figure a way to fix it, I would love to have more choices for suns and moons... but I love stable FPS more.
    Posted in: Mods Discussion
  • 0

    posted a message on [1.2.5]DE3000's MODs (Minor update) (2012-04-17)
    Woohoo! You just made my day DE3000! This has to be one of my favourite mods. So glad to see it updated.
    <sheepish smile> I've actually been checking back every few days to see if it got an update.

    I was going to vote in the poll, but then I realized that I need to ask one question first:
    What kind of settings are going to be available to change?

    If they are things that affect world generation or are likely to be very rarely changed, then I would say a Properties File might be the best bet. If they are settings that affect number of drops or other smallish tweaks, then the Screen Settings API would likely be best.

    Thanks again for the update, it'll be wonderful to have this back "in play"... hehehe
    Posted in: Minecraft Mods
  • 0

    posted a message on (MOD)teknos custom crafting recipes (requests WELCOME)
    Quote from teknozombies »
    Quote from OpalMonkey »
    Always nice to see more custom recipes! I'll try these out as soon as MediaFire stops hating me.

    Edit: Just thought of a recipe. I love the gunpowder recipe from Carbonator but don't use the rest of the mod. I think the recipe is:

    :Coal: [] :Coal:
    [] :Flint: [] = :GP: x4 (alternates: :GP: x8 & :GP: x16)
    :Coal: [] :Coal:



    ill do it. give me an hour or so to get home.

    Thanks! The download still doesn't like me for some reason, so I'll just wait and try it again after you update.
    Posted in: Mods Discussion
  • 0

    posted a message on (MOD)teknos custom crafting recipes (requests WELCOME)
    Always nice to see more custom recipes! I'll try these out as soon as MediaFire stops hating me.

    Edit: Just thought of a recipe. I love the gunpowder recipe from Carbonator but don't use the rest of the mod. I think the recipe is:

    :Coal: [] :Coal:
    [] :Flint: [] = :GP: x4 (alternates: :GP: x8 & :GP: x16)
    :Coal: [] :Coal:
    Posted in: Mods Discussion
  • 0

    posted a message on Seronis' Mods: (Update Feb13) Server History
    Quote from seronis »
    What? Yes there is. Definately just checked and confirmed its there.

    *whistles innocently*

    What? I just updated you say?.. no no it was there the whole time. move along now.. move along.

    *Ahem*... *ahem*... Yes, it was always there... *shifty eyes*

    Aaaaaannnyways, I still seem to have creepers and I'm not sure what's going on? I've got Humans+ installed so:
    Monster slaying mobs + creepers = a lot of freaking holes everywhere!

    Just to confirm, I use Minecrafter and I've made sure the usual problems aren't the issue here. The other 55+ mods I'm running seem to think everything is fine. Just here to ask if the Creeper Phobia is working for everyone else? If it is, I guess I'll start removing mods one at a time and try to find what's causing problems.

    Great mods Seronis! Worlds Omega, Better Food, and Server History are all just wonderful!
    Posted in: Mods Discussion
  • 0

    posted a message on Mods (Beta 1.1_02 compatible! TeleportSigns,LightstoneTorch)
    Quote from Roundaround »
    Actually, that's an intended thing with redstone in general. Torches with wire directly touching it on the same y-value coordinate act as input only for that wire (this goes both for the layout you demonstrated and the one in my diagram below). It's a way of making one-way circuits.

    Quote from dougbenham »
    That is how they are intended to work. They work almost exactly like redstone torches in the aspect of transferring current. In the last picture you have there, the switch cannot transfer a current down a block like you have it. Is just part of the game.

    Thank you both for clarifying why it works like that. I can tell I need to do some more testing with redstone!

    Quote from dougbenham »
    I do dislike the ability to relay a signal downwards without having a hole. I haven't tried to modify the physics of it all because I'm not sure how many circuits and such would actually rely on small things like that. Its very possible to alter it though.

    Those are some good ideas for more torches that receive current. I like them a lot.. Perhaps I could make a lightstone torch but then have it receive current from a few blocks away, like a wireless controller. Very interesting.

    I agree. It's not a good idea to start changing how existing redstone circuits work. If that gets changed, it should be up to Mojang to do it. At this point it's better to just add new torches and such with new functionality. Glad you like the ideas, I think they would be a welcome addition to the game.

    Quote from dougbenham »
    I try my best to change MC to how I think it should be :iapprove:

    Well, you're doing a bang-up job so far!
    Posted in: Mods Discussion
  • 0

    posted a message on Mods (Beta 1.1_02 compatible! TeleportSigns,LightstoneTorch)
    Quote from dougbenham »
    Quote from Mrtumnus135 »
    About the lightstone torch mod. The only way i can get them to work is if I put one directly ontop of a block with a button on it. Putting it right next to it does not do anything. Nor does redstone wiring. Halp...?

    I just tried it myself, I'm positive it works :sad.gif: I don't know what you are doing wrong, but if you try what I showed in the Youtube video, it works. Just mess around with it, it should work if you installed correctly.

    I just started using redstone circuits a couple of days ago, so I'm still a little unclear on some of the quirks. I did notice something sort of like this, but it's not that they don't work. Here are images as an explanation. The first three work, the last one doesn't.





    I'm guessing that has something to do with vertical transmission, but it is kind of annoying... at least for a redstone amateur. Just so long as it's an intended thing, I'm sure I'll get used to it.

    Vertical transmission is actually the most annoying thing I've found with redstone so far. Especially the inability to relay a signal downwards without having a hole. I don't suppose you've got a mod up your sleeve to fix that, eh? :tongue.gif:

    Doesn't it seem like there should be torches exactly for that? They would just turn on and off with the current, so they would strictly carry the signal. One that transmits straight up and one that transmits straight down. Or it could be one that transmits straight up and one that receives from straight up. Or it could just be one torch that would transmit to all of it's kind in a 1 or 2 block vertical range. Hmm... whatever would make more sense?

    Thank you for all the wonderful mods Doug and congrats on finishing with your finals, papers, and projects! I've got at least half of your mods running... placing torches on fences has to be one of the single best changes to Minecraft I've see thus far!
    Posted in: Mods Discussion
  • 0

    posted a message on Minecrafter 1.2.4 **source code released** 12 FEB
    Glad I could help! I have a hard time leaving unknown problems alone :tongue.gif: The reason I know most of Minecrafters features is simply from necessity... when I have 47 mods running, I'm bound to find all sorts of things!

    @ SycoPrime: Those two halves of the battle sound about right!
    As for the issue with launching INV Edit, I think it has something to do with being launched by another process. I wrote a little AHK_L script to test something out.
    Run, Minecraft.exe
    Run, Tools\INV Edit\INVedit.exe

    This first one gets the same exception as using Minecrafter. It's something to do with a missing file. LolEditor also gets the same kind of error.

    Run, Minecraft.exe
    SetWorkingDir, Tools\INV Edit
    Run, INVedit.exe

    This one on the other hand works just fine. I think when INV Edit or LolEditor are launched via another process they don't set the correct working directory. It seems to me that it's a hole that should be fixed in their code, but I don't know enough to say for sure? I also don't know if that could be solved on the Minecrafter side or not?

    I hope this helps as well. I really need to learn Java so I can join in on modding and making external programs to do with Minecraft. That would be just freaking great!
    Posted in: Minecraft Tools
  • 0

    posted a message on Minecrafter 1.2.4 **source code released** 12 FEB
    Quote from SycoPrime »
    I've been attempting to test with 303's mods, as I figure they tend to be the most compatible, but mods seem to work oddly --
    I can't craft a grappling hook, or any of the arrows.
    More Worlds mod doesn't work, but Stop Resizing The UI does.

    I've got it! I checked the layout of the 7zip's from the OSMS. A lot of them have a main folder in the .7z that is just the name of the mod. If you select the mod once it's loaded into Minecrafter, click "Base Folder", then select the right folder from there it should work! For 303Arrows the base folder that should be selected is "303Arrows/".

    I don't know why CreeperDaReeper packs them like that? Good thing Minecrafter has a nice, easy, one step way of working around it! I guess just have to check exactly what the structure for the mod is and work with that. There are some where I've even had to use the file alias feature in Minecrafter to get things to work right.

    Kudos to Prelith for the many wonderful features of Minecrafter!
    Posted in: Minecraft Tools
  • 0

    posted a message on Minecrafter 1.2.4 **source code released** 12 FEB
    Quote from SycoPrime »
    CreeperDaReaper's one stop mod shop (viewtopic.php?f=25&t=93171) releases the mods in a collection of 7z files. These files don't seem to work right, even in the most recent version of Minecrafter (1.2.0). I wind up having to undo the 7z and put them in a .zip file.

    That's odd, I'm using Minecrafter 1.2.0 Win32 and have 31 7zip's from the One Stop Mod Shop, 2 RAR's, and 15 ZIP's running at once using a temporary launch. Everything seems to be working fine for me.

    Just thought I would mention this to confirm that it's not a general problem with the entire program.
    Posted in: Minecraft Tools
  • 0

    posted a message on [1.2.5]DE3000's MODs (Minor update) (2012-04-17)
    After trying Better Ores out, I approve! The separate ores not only prevent exploits and work well, they also make sense. Thanks for the mod and nice job! This makes mod number 47 that I'm running.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5]DE3000's MODs (Minor update) (2012-04-17)
    Quote from Lawnchair »
    Are the unrefined ores non block items? Or are they blocks you can place? If they're blocks I read a similar mod that made the ore auto smelt because you would be able to effectively duplicate ores by just mining + placing the ore blocks. If its a separate non-block item, then kudos on the foresight of this :smile.gif:


    It looks to me like the "unrefined iron/gold ores" are new blocks, hence the new ID's. Since those are the only ones that could be exploited, I don't see it being a problem. Normal iron/gold ores would drop unrefined ore when mined, unrefined ore would just drop a single unrefined ore. I could be wrong, but that's how it looks to me.

    I'll be giving Better Ores a go when I have the time.

    Edit: After looking at the images in the mod, it looks like the unrefined ores are non-block items.
    Posted in: Minecraft Mods
  • To post a comment, please .