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    posted a message on [WIP] Small Boats (Elegant Punt & Whitehall)
    Quote from Awger

    Blocks and entities have to be registered regardless... the major change is in how the IDs are managed. As long as there is a variable or method to determine the ID for a particular entity, it's not a problem.

    Any time there's a big ID change, stuff doesn't translate between maps. That's not a problem specific to this mod, it happens to everyone.

    The current release of Small Boats should work just fine on all 1.6 versions of Minecraft. Moving to a slightly newer version of Forge would involve a rebuild of my dev environment (which is a bit of a PITA) and won't help the code move toward 1.7 compatibility.


    I'm referring to this, which mind you a lot of other mods aren't dealing with yet either, but it needs to happen if mod authors want people using their mods to be able to keep their blocks/items when moving a world to 1.7.

    2014-01-06 16:39:17 [SEVERE] [ForgeModLoader] Found anonymous item of class mods.awger.punt.ItemPunt with ID 26457 owned by mod awger_Punt, this item will NOT survive a 1.7 upgrade!
    2014-01-06 16:39:17 [SEVERE] [ForgeModLoader] Found anonymous item of class mods.awger.whitehall.ItemWhitehall with ID 26458 owned by mod awger_Whitehall, this item will NOT survive a 1.7 upgrade!
    2014-01-06 16:39:17 [SEVERE] [ForgeModLoader] Found anonymous item of class mods.awger.hoy.ItemHoy with ID 26459 owned by mod awger_Hoy, this item will NOT survive a 1.7 upgrade!
    Posted in: WIP Mods
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    posted a message on [WIP] Small Boats (Elegant Punt & Whitehall)
    Quote from Awger

    I'm still working with Forge 9.10, and I don't plan on updating until Forge is ready for MC 1.7.


    You may want to reconsider that and get one version out with at least version 953 of Forge. Updating to Minecraft 1.7 will require mods to register their blocks, items, etc, and will do away with item and block IDs as we currently know them. Any mods that don't get their stuff registered in time will fail to have existing items in existing worlds imported into 1.7 correctly.

    The changes between Forge 9.10 and 9.11 are pretty minimal and releasing a 9.11 version will allow your users a stepping stone between existing worlds and 1.7 imported worlds without losing their stuff.
    Posted in: WIP Mods
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    posted a message on [WIP] Small Boats (Elegant Punt & Whitehall)
    Bug report: Forge 965 (don't know if it does this on earlier or not, haven't tested), right-click detection for the seats and chests only works every now and then. It doesn't seem to do anything in most cases and every now and then catches it and opens the chest or switches seats.
    Posted in: WIP Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    On my server I've disabled a number of spell components and that was working fine in 1.0.2b. After updating to 1.1.0, my players are reporting the disabled spell components aren't disabled. I've verified the server and client config files match and show them disabled.

    We have disabled:
    AOE, Damage, Duration, Leap and Lifetap
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    As a server operator, I would absolutely love it if you could store the players configuration for their UI in a separate file from the main mod configuration. Whenever Ars updates and I push a new version to my players, I *have* to overwrite their own UI configs every time. A separate file would let protect their UI configuration while still updating the mod config as needed.

    Thanks!
    Posted in: Minecraft Mods
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    posted a message on [1.6.X/1.7X - FORGE] Chest+ v2.0.1 - Formerly Colored Chests
    Big nasty bug alert:

    Version 1.2.0, if you break any chest that shows up in Waila as a "Dynamic Chest", it will not drop its contents, it will delete them. You will lose all of the items you had inside.
    Posted in: Minecraft Mods
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    posted a message on Extra Utilities v1.1.0k
    Extra Utils 1.0.1 Ender Thermic Pump causing occasional caught issues on the server.

    http://paste.ubuntu.com/6533392/

    This is in a chunk loaded area in the nether and has been working fine until updating to Extra Utils 1.0.1 from 0.3.5. I have broken and re-placed the pump in the nether, restarted the server, same issues. The pump doesn't seem to disappear but it shouldn't be calling IC2 stuff when I don't have IC2 installed.
    Posted in: WIP 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 damnedsky

    I can also confirm that this happens when trying to explode the cages with Industrial TNT from IC2 experimental. Here is my SSP error log when trying to brake it with a pickax > http://pastebin.com/KVi0p9ma
    Same method as above with re-entering the game.


    Same as all of the above, breaking a soul cage with a pick seems to be messing up.

    http://paste.ubuntu.com/6508705/
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from KHthe8th

    Ah, yes I am. Was a way found to fix this? Pechs are the only mobs that give me this


    Build 132 of MCPC+ and newer has fixed this issue.

    -edit- to add that MCPC+ still has issues with Golems not working when players are not nearby even if they are in a chunkloaded area. Tested and confirmed that TileEntities (machines) work, but Entities (Golems) become frozen.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    The moomoo spawn rate and follow distance is insane. Once some of them get on you it seems impossible to shake them, and you can't kill them (at least no way that I've found).How are you supposed to handle them?
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from vbluedragon

    Is there a way to disable Moo Moo Farm biome? Or lower the Hell Cow spawn rate? The spawn rate is beyond ridiculous.


    This. Wow! I ran across them, figured I could fight them, and they just kept coming. I also couldn't kill them no matter how many times I attacked them. How DO you kill them?
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from keybladerider1
    uh can you please help the mod imeditly crashed my game. can someone look at my crash report and help?---- Minecraft Crash Report ----// Oops.FML: MCP v8.04 FML v6.2.35.804 Minecraft Forge 9.10.0.804 4 mods loaded, 4 mods activemcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initializedFML{6.2.35.804} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initializedForge{9.10.0.804} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initializedarsmagica2{1.0.5-rc} [Ars Magica 2] (ArsMagica_1.0.0-release.zip) Unloaded->Constructed->Pre-initialized->Initialized->Errored
    From the opening post, your forge version is out of date.
    Quote from Mithion

    It's never been easier!

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from TXMount

    As far as I know, the only autofiller that works on crucibles is native to Thaumcraft, and has to be researched.


    BuildCraft pipes connect to the crucible, or at least used to in earlier TC3 versions.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    I had a little fun with NBT editing :) This is as far away as I can get from the node or it stops rendering.

    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Not a problem! I love XBXL and am happy to help out. Maybe the BuildCraft team can be prodded to expose oil gen through an API so that it isn't likely to break in the future.
    Posted in: Minecraft Mods
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