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    posted a message on [1.16.1] Finder Compass - turns the vanilla item into a configurable search utility
    Ignore this, double post forum stupidity... >.>
    Posted in: Minecraft Mods
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    posted a message on [1.16.1] Finder Compass - turns the vanilla item into a configurable search utility
    FML has some function called something like getDefaultConfigDir() or something like that, it will always return the proper config directory, and works with launchers fine, all the external mod stuff should go there, like config files, anything else should be internal to the mod jar itself.

    EDIT: Why is this mod making a base edit when ASM is available now?
    Posted in: Minecraft Mods
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    posted a message on Factorization 0.8.108
    Quote from Thutmose

    Any possibility of a UE integration? such that if Universal electricity is installed, it will be able to use electricity from there, and the solar furnace would be able to produce electricity for it as well?

    also, for the ceramics, you could probably do some of them using a high-pressure/temperature furnace, if you wanted an excuse to make them set faster (the process is called sintering), this would also work for making metals from pure powders


    Sounds like a good use of the Wrath Forge. ;)

    EDIT: Also, trying to launch it with BC installed throws:
    2012-09-16 13:40:07 [INFO] [STDERR] Caused by: java.lang.NullPointerException
    2012-09-16 13:40:07 [INFO] [STDERR]  at rj.<init>(SourceFile:54)
    2012-09-16 13:40:07 [INFO] [STDERR]  at factorization.common.BlockFactorization.addCreativeItems(BlockFactorization.java:262)
    2012-09-16 13:40:07 [INFO] [STDERR]  at factorization.common.Core.addBlockToCreativeList(Core.java:338)
    2012-09-16 13:40:07 [INFO] [STDERR]  at factorization.common.BlockFactorization.a(BlockFactorization.java:281)
    2012-09-16 13:40:07 [INFO] [STDERR]  at buildcraft.core.proxy.CoreProxyClient.feedSubBlocks(CoreProxyClient.java:74)
    2012-09-16 13:40:07 [INFO] [STDERR]  at buildcraft.transport.ItemFacade.getCreativeContents(ItemFacade.java:125)
    2012-09-16 13:40:07 [INFO] [STDERR]  at buildcraft.transport.ItemFacade.initialize(ItemFacade.java:89)
    2012-09-16 13:40:07 [INFO] [STDERR]  at buildcraft.BuildCraftTransport.load(BuildCraftTransport.java:357)
    2012-09-16 13:40:07 [INFO] [STDERR]  ... 29 more


    No amount of renaming the jar and prepending an a to the start or anything seems to help, nothing but just removing this mod or BC.
    Posted in: Minecraft Mods
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    posted a message on [V1.6.4+] Utility Chests Mod [Mod Version 2.3.4][SSP&SMP]
    Quote from watkins577

    That'll be something to do with RedPower if you are using it. Redpower automatically changes IDs if there are conflicts, and if so, it will do what you posted about.


    RedPower2 only changes its own IDs, it touches nothing from any other mod.

    Are you playing multiplayer? That sounds like a classic case of mismatched IDs between client/server.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] ForgeIRC v1.0.18, Soul Shards v2.0.15, and Recipe Remover v1.1 [Updated 1/1/2014]
    Quote from FunshineX

    Any way to make the client version connect to twitch's channel IRC? I'd love to be able to read twitch chat in game while streaming, and even reply in twitch chat via minecraft


    When you tried it, what did not work?
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from ScottKillen

    A request
    If any of you is able to answer the following requests, pleas send me a PM.
    • Hosted CI
    • I would like to offer users access to continuous builds, like some other mods are doing, using CI software like Jenkins.
    • Minecraft server
    • I would like to be able to have a testing server that provides root access and can handle a lag free heavily modded minecraft service for approximately 5-6 simultaneous players.
    I receive no compensation for the development of Extrabiomes, and cannot pay for the above; however, this thread receives lots of hits, I post multiple times a day and my signature is seen here and all over MCF. Our mod is downloaded 20,000+ times per release--so I can offer banner placement in trade for the above sponsorship.

    I have tried to pursue these requests privately, with no luck, so I am hoping that someone will see this request. I won't repeat this post.

    Thank you!

    Development Update
    Development for the 3.0 release for Minecraft 1.3.2 continues. A few issues have been found in early testing and we have yet to add support for the new features in Minecraft 1.3.2 like the new temple structures and new ore. Currently, I am shoring up the API so with the hopes that these changes will help it remain unchanged in the future.

    Thank you for your patience!


    Greetings, the forge CI ( http://jenkins.minecraftforge.net:7070/ ) is available if you want me to set you up there. If possible contact me on IRC when I am around (#minecraftforge on irc.esper.net) or PM me on the forge forums and first give me the following information:
    - What account name you want
    - What you want your first password to be, you can change it when in it
    - What is your repository link (github is perfect, or whatever else is public, if not public then I will need to set you up with an SSH key and so forth first to register them together)
    - Jenkins requires an email to register, so that too.

    I can link it in with the rest of the mods so building will be fast. You will need to setup the jenkins github web hook in github if you use it, or just a standard post-commit hook in whatever else you use, but that is simple.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] You know what time it is? It's GaryCXJk +-TIME->!
    Quote from nijininjin

    I'm having the same issue.

    Was this ever resolved?

    It is looking for a mod definition file, and there is none, thus Magic Launcher is not doing things properly.
    Posted in: Minecraft Mods
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    posted a message on Flan's Mod 5.5.2 Update : 1.12.2, 100s of new Skins! : Helicopters, Mechas, Planes, Vehicles, 3D Guns, Multiplayer, TDM, CTF
    @jamioflan: Join us on EsperNet IRC in #minecraftforge or at www.minecraftforge.net if you need Forge help. A great reference project is cpw's IronChest ( https://github.com/cpw/ironchest ) mod for starters.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] You know what time it is? It's GaryCXJk +-TIME->!
    For note, I am updating NMT for 1.3.2 (should work with 1.3.x thus far), as well as adding new features. For example I added support for loading .obj models from within the jar, filesystem, url, etc... I plan more primitive helpers and more later. I take feature additions as patches and bug reports and fixes as well. If GaryCXJk ever wishes to take my modifications and use them here then he is free to of course. I also plan to update some of his other libraries as well over time.

    So for an MC 1.3 compatible NMT, look at: http://www.minecraftforge.net/forum/index.php/topic,1347.0.html
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Cakejoke

    I guess only very few authors will update their mods on that build, some probably don't know of it (since it isn't listed on the jenkins 8080 port with the link on the Forge forum) and others will wait for a recommended build to be released.

    That thread updated a day ago to the new jenkins link.

    Quote from Chris3606

    In that case, then, should the diamond handsaw not be completely consumed in one go (using logistics pipes, btw, if it makes a diff)? Because, if i executed that correctly, eg having a crafting table that says silicon boule and diamond handsaw yields 16 silicon wafers, supplying a diamond handsaw to a chest manually, and then, in the crafting pipe, using only silicon boule, for example, and just let the crafting table find the handsaw already there, the handsaw is still consumed. Apologies if i missed something obvious here...


    BC auto-crafting table is not very smart on many custom managed recipes, like items that get damaged when used in a recipe. You should get Immibis TubeStuff mod, it works with RP2, BC, Logistic Pipes, and all else very well, and it knows how to manage those properly. It has an all around better automatic crafting bench then BC's, as well as a few other very useful blocks for both BC and RP2 and integration with them both.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] You know what time it is? It's GaryCXJk +-TIME->!

    Wait, so if you can make spheres and everything, cant u make minecraft (if you work like crazy,) have the effects of skyrim or something?

    Except MC uses OGL1.1, which has no shader support. Skyrim gets its effects with shaders, not models.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from TheDataMiner

    I agree. MMAPI should be like ModLoader but with more and deeper hooks.

    So... it should be like Forge then you say.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Ireee

    Well, mono can do WinForms (tested something, worked. Maybe it can't fully do what winforms can)
    It would be really useless if it couldn't

    Correct, WinForms is not multi-platform in full. Better to use a different windowing library that is.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] CIRCUIT CUBES [Ver. H-01: Oct. 22, 2012]
    Oh I did not mean that this was a duplicate of RP, just that from an external view that it has duplicate functionality for most things. I quite like some of the features here, however RP has a vast amount of users where the users for this seem to be straggling, and that is indeed the fault of RP. Hence to work around that it would be useful if this mod were to expand to fill RP's voids, such as corners, but in perhaps a more integrated manner. :)
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from BloodyRain2k

    Mock as much as you want, .Net code can also be compiled on Linux.

    Not completely sure about it but I think that can work compiled on Linux too, if not then atleast the version I get over Application.blargs.whateveritwas XD


    Yes, it can be compiled on linux as well, however it will only run on linux if no P/Invokes are used, and no platform specific terms are used (such as the %appdata% environment variables), and only multi-platform packages are used (such as WinForms is *not*, which is likely what the person used).

    Some languages are inherently multiplatform, like Python, and Java, where you have to actually do work to become not-multiplatform.
    Some languages such as those based on .NET, C++, and so forth are inherently platform specific, but they have methods and ways, which do require work, to be multiplatform.

    Once of the most simple and common ways for a program to not be multi-platform when it is written in one of the 'easily multiplatformable languages is to use environment variable without testing for the OS, or to use a library that is not multi-platform.
    Posted in: Minecraft Mods
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