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    posted a message on [1.2.5] CIRCUIT CUBES [Ver. H-01: Oct. 22, 2012]
    Quote from iiiHuman

    I have to wonder what would make more people want to use this mod and why more people aren't using it. I have had tons of positive feedback on the mod but it seems hardly anyone uses it.



    :mellow:

    Quote from iiiHuman

    I don't get it.





    People talk about wanting "Vertical" Redstone. Circuit Cubes gives them that plus more!


    People talk about wanting "Waterproof" Redstone. Circuit Cubes gives them that plus more!


    People talk about wanting "Movable" Redstone. Circuit Cubes gives them that plus more!


    People talk about wanting Redstone that "does NOT have a 15-block limit." Circuit Cubes gives them that plus more!


    People want "Wireless" Redstone. Circuit Cubes gives them that plus more!


    People want Redstone Wiring to be "Simpler and Easier." Circuit Cubes gives them that plus more!


    People want "Colored Lamps." Circuit Cubes gives them that plus more!


    People want "Colored Glass." Circuit Cubes gives them that plus more!


    People want "Cool New Uses for Slime." Circuit Cubes gives them that plus more!





    So, where are all the comments and followers?





    :huh:

    The reason is because this mod is attempting to duplicate the functionality of the RedPower mod, except for some limitations, the major one of which is that the block shape prevents being able to see through and interact through the blocks like you can redpower wires. If you wish to get more popular then you need to have something big and unique, with minimal overlap with other big mods unless you intend to fully replace them, which would be quite a task in the case of Redpower. Why not supplement Redpower with new functionality instead? It would be a better use of the mod and would increase its popularity.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from JonReed

    That sounds like human error to me, and just to make sure, I tested it.

    McPatcher does not edit any of the base classes if you click patch with nothing selected. With only Audio mod(used since it only edits 1 class file) selected, McPatcher only replaced sd.class with the one used by Audio mod.

    MCPatcher works fine as an installer/patcher as long as you don't mix the default patches that come with MCPatcher with Forge. The belief that it patches even when nothing is selected probably occurred due to people reading the patch log and seeing it mention patching; however, this message seems to denote a null patch where it does nothing.

    Then you should tell the posters on the forge forum that keep submitting MCPatcher stack traces. ;)
    Also, Forge has built-in full Audiomod compatibility, hence not needed.


    Quote from ozBillo

    I just did an RP2 relevant update to Battered Old Stuff
    - added a gui for RedPower Project Table
    - tweaks to RedPower Furnaces and Grate
    - added all the 32x textures for RedPower Core, Logic, Lighting, Wiring and World







    I've been trying to catch up on this thread. Currently only 3 weeks behind :)

    Amazing as always. :)


    Quote from BloodyRain2k

    Well I guess it's time for the beta of my web interface program: http://www.mediafire...c279j2zvbgbai8m

    You'll need .Net 2.0 for that to run, so without that, don't bother.


    Well thanks from us who are using better operating systems, I.E. not Windows. ;)
    Posted in: Minecraft Mods
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    posted a message on [1.5] The Runic Dust Mod [Mar14]
    For note, the XP storage rune (of Wisdom), only stores a level each.
    So:
    Kill a sheep, store a level.
    Kill a sheep, store a level.
    ... repeated 50 times...
    Pull out 50 levels.

    Considering each level requires more XP than the previous, this is *very* unbalanced. It needs to store the full XP value, not the level value.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from JonReed

    What files does it touch, because I have never noticed it in any of the logs it makes of the patching process.

    There are a few, but I know the biome colorizer code gets injected even when not used as that is the error that pops up often on the Forge forums.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from SillyBits

    I'm always using mcp for assembling my jar and works perfectly for me .... it's more likely the ordering of zips people do mess up with :)

    And many people are not smart enough to read and/or follow MCPatchers instructions, hence I consider it best if they do not use it. ;)

    Plus MCPatcher touches base files even when all the HD stuff is disabled, which still breaks some mods, so it is better not to use it anyway. MultiMC or Magic Launcher or a custom script (like mine) all work better than MCPatcher.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from eti22

    uhm always when i try to start minecraft with redpower this error message appears


    java.lang.NoSuchMethodError: eloraam.base.ItemDrawplate.setNoRepair()Lyr;
    at eloraam.base.ItemDrawplate.<init>(ItemDrawplate.java:14)
    at RedPowerBase.initBaseItems(RedPowerBase.java:168)
    at RedPowerBase.initialize(RedPowerBase.java:548)
    at mod_RedPowerCore.initialize(mod_RedPowerCore.java:47)
    at mod_RedPowerCore.modsLoaded(mod_RedPowerCore.java:24)
    at ModLoader.init(ModLoader.java:899)
    at ModLoader.addAllRenderers(ModLoader.java:189)
    at ahu.<init>(ahu.java:77)
    at ahu.<clinit>(ahu.java:8)
    at net.minecraft.client.Minecraft.a(SourceFile:273)
    at net.minecraft.client.Minecraft.run(SourceFile:657)
    at java.lang.Thread.run(Unknown Source)


    Forge is not installed properly, make sure you are not using something like MCPatcher, and make sure Forge is installed properly.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from StarshadesJack

    You want Risugami to update his mods for a version of Minecraft that hasn't come out yet... before it comes out?

    Actually FML master is already updated to the snapshot, but I think there is only like one or two mods updated to work on the snapshot.

    Quote from Tedious

    Overwriting the Forge files? That's no good D= . I looked into it and saw that most of the conflicting classes are the ones that make Zombe's Modpack useful to me, so I can't just omit them. Are there any other ways to stop them from conflicting?

    Zombe used to put out a version that worked with forge (or someone did and he linked to them), you need that compatibility pack. Or rather Zombe should just use Forge and become base class clean so his mod would work from the mods folder, Forge takes pull requests for new hooks that cannot be done another way. :)
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from Tedious

    Again, very helpful, thank you. I've almost got it all working, all that's left is Zombe's modpack. I made a new .zip with only the classes and the config files, like you said. Magic Launcher turned up 8 errors. Here's the crash report I get when trying to load a world:

    5 mods loaded
    Optifine OptiFine_1.2.5_HD_S_C3
    Minecraft Forge 3.3.8.152
    FML v2.2.78.153
    Forge Mod Loader version 2.2.78.153 for Minecraft 1.2.5
    mod_SpawnerGUI : Available (Spawner GUI.zip)
    mod_TooManyItems : Available (TooManyItems2012_04_13_1.2.5.zip)
    mod_MinecraftForge : Available (minecraft.jar)
    mod_SpawnerGUI : Available (Spawner GUI.zip)
    mod_TooManyItems : Available (TooManyItems2012_04_13_1.2.5.zip)


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

    Minecraft has stopped running because it encountered a problem.




    --- BEGIN ERROR REPORT 3445f28f --------
    Generated 7/8/12 8:49 PM

    Minecraft: Minecraft 1.2.5
    OS: Windows 7 (amd64) version 6.1
    Java: 1.6.0_23, Sun Microsystems Inc.
    VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: GeForce 6150SE nForce 430/PCI/SSE2 version 2.1.2, NVIDIA Corporation

    java.lang.NoSuchMethodError: alb.getSaveFolder()Ljava/lang/String;
    at aia.a(AnvilSaveHandler.java:21)
    at xd.d(World.java:363)
    at xd.(World.java:346)
    at xd.(World.java:278)
    at net.minecraft.client.Minecraft.a(Minecraft.java:1937)
    at mw.c(SourceFile:171)
    at mw.a(SourceFile:128)
    at vp.a(SourceFile:74)
    at vp.f(SourceFile:122)
    at vp.i(SourceFile:110)
    at net.minecraft.client.Minecraft.k(Minecraft.java:1567)
    at hq.k(MinecraftImpl.java:40)
    at net.minecraft.client.Minecraft.x(Minecraft.java:822)
    at net.minecraft.client.Minecraft.run(Minecraft.java:750)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT cc92de8e ----------


    I know that TMI and Optifine appear to be loaded twice, but I took them out, tested, and put them back in, and I noticed that they are that way if they are loaded at all. I tried putting Zombe's Modpack's classes directly into the .jar, but I got the same report. I can't load it externally, do you have any ideas?

    That means that something is overwriting Forge files, make sure nothing does that (but OptiFine, which is compatible).
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from CirrusJones

    Hey everyone, had a quick question: I followed the instructuions for this mod and the MC Pacther mod to the letter, and it seems like some where down the line something conflicts, becuse it shuts down HD textures in the Patcher Mod. Is there a way around this?

    If you are using Forge (which this mod needs), MCPatcher breaks Forge by overwriting some of its files. If you are using Forge (which this mod needs) and want HD Textures then Forge already has basic HD support, and if you want more advanced features then install Optifine on top of Forge, which works properly unlike MCPatcher.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Russell19906

    Overmind1 i Also think That You Have Too Many mods installed


    There is Immibis Mods, RedPower2, Wireless Redstone CBE, RailCraft, EnderStorage, and Mo' Creatures; seems like very little compared to most servers. ;)
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from OvermindDL1

    Just set up a server with the following mods:

    In the jar:
    MinecraftForge

    In the mods folder:
    aimmibis-core_49.1.1_for_1.2.5-server.jar
    CodeChickenCore-Server 0.5.3.zip
    dimensional-anchor_rev2_for_1.2.5-server.jar
    DrZharks MoCreatures Server v3.6.2.zip
    EE2ServerV1.4.6.6.jar
    EnderStorage-1.1.3-Server.zip
    NotEnoughItems-Server 1.2.2.3.zip
    Railcraft_Server_5.3.3.zip
    RedPowerControl-Server-2.0pr5b2.zip
    RedPowerCore-Server-2.0pr5b2.zip
    RedPowerLighting-Server-2.0pr5b2.zip
    RedPowerLogic-Server-2.0pr5b2.zip
    RedPowerMachine-Server-2.0pr5b2.zip
    RedPowerWiring-Server-2.0pr5b2.zip
    RedPowerWorld-Server-2.0pr5b2.zip
    [server][1.2.5]LoginMessageForge_v0.3.zip
    tubestuff_49.1.1_for_1.2.5-server.jar
    WR-CBE Addons-Server 1.2.2.3.zip
    WR-CBE Core-Server 1.2.2.3.zip
    WR-CBE RedPower-Server 1.2.2.1.zip

    And I tried copying the ./mods/mocreatures/ directory from the client to the server as well from a default configuration set up, as well as a few other options attempted, including not having the configuration at all on the server.

    The server is not spawning in any Mo' Creatures mobs. If I change the configuration file to have it handle vanilla mobs as well then no vanilla mobs spawn at all either, except in the nether where the normal nether vanilla mobs will continue to spawn, but no Mo' Creatures mobs anywhere. The client build runs fine with the same mods for the client installed, but the server never spawns any. The server has been up for about 4 days now, restarted 5 times in trying different configurations, the latest build has been up for about 18 hours with the default settings for the Mo' Creatures with none of them spawning in.

    Multiple people on the server have been searching quite far to no avail. Is there anything else that I can check?

    EDIT: And for note, I can spawn the animals in manually and they appear to function properly.


    Found the issue, Mo' Creatures is not updated to the new tick styles of FML, still using the ModLoader version, and FML 175 has a bug with the modloader ticks that causes them to not happen, rolling back to Forge 159 that uses FML 174 works fine. FML should be fixed in its next version.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Just set up a server with the following mods:

    In the jar:
    MinecraftForge

    In the mods folder:
    aimmibis-core_49.1.1_for_1.2.5-server.jar
    CodeChickenCore-Server 0.5.3.zip
    dimensional-anchor_rev2_for_1.2.5-server.jar
    DrZharks MoCreatures Server v3.6.2.zip
    EE2ServerV1.4.6.6.jar
    EnderStorage-1.1.3-Server.zip
    NotEnoughItems-Server 1.2.2.3.zip
    Railcraft_Server_5.3.3.zip
    RedPowerControl-Server-2.0pr5b2.zip
    RedPowerCore-Server-2.0pr5b2.zip
    RedPowerLighting-Server-2.0pr5b2.zip
    RedPowerLogic-Server-2.0pr5b2.zip
    RedPowerMachine-Server-2.0pr5b2.zip
    RedPowerWiring-Server-2.0pr5b2.zip
    RedPowerWorld-Server-2.0pr5b2.zip
    [server][1.2.5]LoginMessageForge_v0.3.zip
    tubestuff_49.1.1_for_1.2.5-server.jar
    WR-CBE Addons-Server 1.2.2.3.zip
    WR-CBE Core-Server 1.2.2.3.zip
    WR-CBE RedPower-Server 1.2.2.1.zip

    And I tried copying the ./mods/mocreatures/ directory from the client to the server as well from a default configuration set up, as well as a few other options attempted, including not having the configuration at all on the server.

    The server is not spawning in any Mo' Creatures mobs. If I change the configuration file to have it handle vanilla mobs as well then no vanilla mobs spawn at all either, except in the nether where the normal nether vanilla mobs will continue to spawn, but no Mo' Creatures mobs anywhere. The client build runs fine with the same mods for the client installed, but the server never spawns any. The server has been up for about 4 days now, restarted 5 times in trying different configurations, the latest build has been up for about 18 hours with the default settings for the Mo' Creatures with none of them spawning in.

    Multiple people on the server have been searching quite far to no avail. Is there anything else that I can check?

    EDIT: And for note, I can spawn the animals in manually and they appear to function properly.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from tubera

    Most games were not written in basic, but in assembler. Basic interpreters are too slow for most games.


    As someone who used to program on the old Commodore systems, CBasic was hellishly slow, you could not make anything decent in it. That is where I first learned assembly actually, on an old Commodore. And from what I have seen of the Basic in RPC, it is slower than on the old Commodore system (probably because it was not written from scratch for RPC).
    Quote from Darkhog

    You sure? Because I own C64 and every game that didn't directly boot into game, but required you to type LOAD and RUN, reacted to LIST command and spit out listing that wasn't bunch of PEEKs/POkEs and DATAs, but perfectly fine BASIC commands. The only peeks/pokes were related to entering/exiting gfx mode and using SID - all game logic was done in BASIC.


    What games? I never had any that were. Pure assembly.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from JesterXIII

    This is going to be....a fairly n00b question, so I apologize in advance. But, I was wondering if there was anyway to make our own custom blocks with items from this mod? In my specific example, I was hoping to add a Brass Block made out of 9 brass ingots.

    Quote from ElectronicRU

    There's Custom Recipes from MightyPork :) .
    I asked Elo about this a dozen pages ago, but got no answer.

    That is because they are in the ore dictionary, so just use the ore dictionary and it will link fine, as well as brass from other mods and so forth.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from ElectronicRU

    There are no red sapphires. Only orange-tinted, named Padparadscha. In some classifications, it isn't even sapphire.


    Allow me to quote Wikipedia again:
    Quote from Wikipedia »

    Corundum is a crystalline form of aluminium oxide (Al2O3) with traces of iron, titanium and chromium.[1] It is a rock-forming mineral. It is one of the naturally clear transparent materials, but can have different colors when impurities are present. Transparent specimens are used as gems, called ruby if red and padparadscha if pink-orange. All other colors are called sapphire, e.g., "green sapphire" for a green specimen.


    Hence the 'ruby if red' part indicates that red is Ruby, and Padparadscha is pink-orange, and all other colors are "<Color> Sapphire". But just for consistences sake saying "Red Sapphire" might flow better than "Ruby", but "Ruby" would still be fine.


    Also do note that Wikipedia also states that it is 'mostly' easy to manufacture corundum gems with sufficient heat and materials:
    Quote from Wikipedia »

    The Verneuil process allows the production of flawless single-crystal sapphires, rubies and other corundum gems of much larger size than normally found in nature. It is also possible to grow gem-quality synthetic corundum by flux-growth and hydrothermal synthesis. Because of the simplicity of the methods involved in corundum synthesis, large quantities of these crystals have become available on the market causing a significant reduction of price in recent years. Apart from ornamental uses, synthetic corundum is also used to produce mechanical parts (tubes, rods, bearings, and other machined parts), scratch-resistant optics, scratch-resistant watch crystals, instrument windows for satellites and spacecraft (because of its transparency from the UV to IR), and laser components.
    /* snip */
    Despite some improvements in the method, the Verneuil process remains virtually unchanged to this day, while maintaining a leading position in the manufacture of synthetic corundum and spinel gemstones. Its most significant setback came in 1917, when Jan Czochralski introduced the Czochralski process, which has found numerous applications in the semiconductor industry, where a much higher quality of crystals is required than the Verneuil process can produce. Other alternatives to the process emerged in 1957, when Bell Labs introduced the hydrothermal process, and in 1958, when Carroll Chatham introduced the flux method. In 1989 Larry P Kelley of ICT, Inc. also developed a variant of the Czochralski process where natural ruby is used as the 'feed' material.

    So many uses for the flawless synthetic ones compared to the imperfect natural ones. ;)
    Posted in: Minecraft Mods
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