• 0

    posted a message on Inventory Tweaks 1.61 (Jul 11)
    Quote from mrgame1000»

    For some reason, I can't Shift + Left-Click things from my inventory into my hotbar and vise versa. It does work with chests. I can move items quickly between chests and the inventory, just not within the inventory and hotbar. I am on 1.7.10. What do I do?


    Does this not work when you have just the inventory open? Not a chest or other "container?"

    Posted in: Minecraft Mods
  • 1

    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap
    Quote from mrmagooaz2»

    I'm a longtime user. Having an issue I see just this morning where some worlds on a multi-world sever are not selecting the correct map.


    Anything I can do here? I really don't want to have to reinstall Voxelmap and lose all my data.


    Uninstalling Voxelmap would not delete your minimap data from your profile, so just reinstalling the mod would not change anything.

    I have heard of similar issues with Voxelmap, since it saves minimaps per server IP per dimension name/ID.

    What Minecraft version are you on?
    Do you own the Multi-world server?
    Did you, or do you know if the owner did swap around some/any of the dimensions on the server?

    Ultimately, what you could probably do is change the names of some minimap save folders in .minecraft/voxelmap in order to resynch them with Multiworld's worlds.

    Posted in: Minecraft Mods
  • 0

    posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )
    Quote from lightfalcon»

    Hi, are there any plans to include all the blocks such as ancient debris, trapped chests, or command blocks? The 1.15.2 version had a lot more options to specifically xray for.


    The list with blocks is populated dynamically. If none of these blocks are/were in the world anywhere near you, then X-Ray won't show them in the list.

    Are you sure that this is not what is happening?

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)

    I really wanted to add this to my modpack (resonant rise with extra mods) but it conflicts everytime and I can't seem to work out why, if anyone could point me in the right direction I'd greatly appreciate your help!



    this is the crash log:


    java.lang.NullPointerException: Initializing gamejava.lang.NullPointerException: Initializing game at java.util.TreeMap.getEntry(Unknown Source) at java.util.TreeMap.containsKey(Unknown Source) at net.minecraftforge.common.config.ConfigCategory.containsKey(ConfigCategory.java:231) at net.minecraftforge.common.config.Configuration.get(Configuration.java:697) at net.minecraftforge.common.config.Configuration.get(Configuration.java:569) at net.minecraftforge.common.config.Configuration.get(Configuration.java:555) at pl.asie.tweaks.creative.TabManager.arrangeItems(TabManager.java:184) at pl.asie.tweaks.creative.CreativeTabManager.run(CreativeTabManager.java:36) at pl.asie.tweaks.AsieTweaks.postInit(AsieTweaks.java:168) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532) at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:742) at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878) at net.minecraft.client.main.Main.main(SourceFile:148) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)


    AsieTweaks?

    Posted in: Minecraft Mods
  • 1

    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!

    I apologize if this topic has already been covered elsewhere, i have searched all over the place on different sites, youtube, the github, everywhere i can think of to look. I recently updated minecraft from 1.12.2 to 1.15.2 and nothing mekanism related loads as far as anything that was previously built in 1.12.2, the mods are active though, to test this I started a creative world and sure enough everything was there. I do have the back up saved so I reverted everything back to 1.12.2 and all my machines and inventory came back. Does anyone have any guidance on whether I have to start over form scratch or if I'm skipping a step to updating the world?


    Minecraft mods are barely ever compatible across versions, so I would advise you to keep playing on 1.12.2 or start over on MC 1.15.2.

    Mod developers probably won't focus on this either because:

    1. Vanilla Minecraft often adds worldgen features between MC versions that demand users to restart fully to completely experience the new version.

    2. Barely any modded players play with just one mod. Most play with smaller or larger modpacks. The chance that any one of these mods that was available for MC 1.A is not available for MC 1.B, is so big, that updating a modpack with compatibility in mind would be impossible in 99,9% of all cases even if all of the available mods were compatible with both versions.

    3. Mod developers often use Vanilla MC versions to majorly overhaul their own mod in functionality and/or features/content, which explicitly leads them to become less compatible with earlier versions, which they didn't care about already because of (1) and (2).

    Posted in: Minecraft Mods
  • 0

    posted a message on Antique Atlas
    Quote from Hunternif»

    Hey Kilyle,

    Thanks for asking, I just added a notice about mod packs in mod description on CurseForge.

    You're free to include it in mod packs as long as you don't make money off of it.


    Wow... I did not particularly expect you to answer that and am glad that I did not say something along those lines. ;)

    I love this mod, by the way. It's a very nice middle-ground between straight-up minimap mods and Vanilla's underwhelmingly useful maps. If it were available for more recent versions of Minecraft I would definitely use it way more.

    Posted in: Minecraft Mods
  • 0

    posted a message on Inventory Tweaks 1.61 (Jul 11)
    Quote from achkare»

    Can someone help me? (1.12.2)
    Can i someohow drop everything from the black circled crafting thing (at the image) , because i need it craft it to inventory and then drop everything out, is there any way to do it?


    In Inventory Tweaks the specific feature you are asking for does not exist.

    Do you want to craft as many items as fast as possible? Is that why think you want this?

    Posted in: Minecraft Mods
  • 0

    posted a message on Smart Moving

    hi i love this mod this is my first time to try it i want to ask does it need another mod to run oh i'm playing on 1.7.10 by the way


    If only it wasn't the first thing that the OP of this thread mentions, I would almost be tempted to answer your question directly.

    It does seem like the link to the PlayerAPI MC Forums page is dead/broken though...


    Here's a tip for you: On CurseForge you can see a mod's dependencies if the mod creator has configured these correctly on their CurseForge mod page.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    So do you think it's a problem with my laptop? I've also tried restarting my laptop (windows 10 in case that's useful), uninstalling and re installing the mods, and i uninstalled my minecraft and re installed it.


    To be perfectly honest, I don't exactly remember what was wrong when I had this problem and how exactly I fixed.
    I don't think it had anything to do with Optifine, but I am pretty sure that it had something to do with the CurseForge upload back then having the wrong file extension. The latest version on Dr. Zhark's website worked back then.

    Maybe you should actually change the extension from .jar to .zip in this particular case? Mo' Creatures had always been one of the exceptions in that regard in earlier versions.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Quote from Kamairo»

    How does Mekanism cable logic work? How does a device decide from which energy source to pull the energy?


    Example setup ("---" is a cable):

    Windmill 1 --- Energy Cube 1 --- One input side of Energy Cube 3

    Windmill 2 --- Energy Cube 2 --- Another input side of Energy Cube 3


    Output of Energy Cube 3 --- Some machinery that pulls less energy than one of the windmills.


    How does Energy Cube 3 decide from which input to pull the energy?


    To go a little more into why I am asking this:

    I have a few windmills that produce roughly 1,8kRF/t and an Extreme Reactor that can produce up to roughly 10,5kRF/t. When my machines are in idle, the power provided by the windmills is easily enough. I have a control program running on an opencomputer connected to the extreme reactor, that checks how much energy is drawn and controls the control rods. What I want is this behavior:

    If my system draws less than 1,8kRf/t, use the windmills only. Else use the windmills at maximum power and activate the extreme reactor.

    This sometimes works, and sometimes doesn't. It's mostly a trial and error procedure of re-connecting the cables to my main energy cube. After a few tries I get the behavior I want.

    But how does an energy cube decide from which inputs it pulls the energy?


    EC3 probably draws power (or power gets pushed into it) from whichever side it can take it. If your machines draw 3 kRF/t, I assume that it will draw 1 kRF/t from EC1 and EC2 and your reactor if they can provide this much.

    So if your machines would draw 6kRF/t and EC1 and EC2 are empty, but your windmills are working, it will draw 1,8 kRF/t from W1 via EC1, 1,8 kRF/t from W2 via EC2 and 2,4 kRF/t from the reactor.


    Is this not what you observed? I would love to hear. :)

    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    Thanks for the feedback, but when I right clicked on each file, then clicked properties, it said they were both .jar files

    I'm not sure if im doing something wrong still but if I am can you help me again?

    Thanks again for replying with my issue


    Are you sure you downloaded the latest file from CurseForge?

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.16.5] MumbleLink [Forge] [SMP] [LAN] [Mumble] [TS3] [Realism] [Directional VOIP]
    Quote from MatthewPenguin»

    Hey thanks for the info! Tried testing it for an event I’m planning with a friend, and when we tested it out we had no luck, probably because of the later TS version. By any chance do you know the version CrossTalk stopped working, and what settings your server would need to have enabled for it to function correctly?


    I don't actually know if the server is actually an obstacle in this. If you open the Plugin settings in Teamspeak, you can see what version of the Teamspeak API, Crosstalk needs. Then you'll have to downgrade your client to that older version. Last I checked it was only one or two versions behind on compatibility, but perhaps it's more now.

    You seem to need Teamspeak 3.0
    Actually the update to Teamspeak 3.1 seems to have broken a lot of TS Plugins...

    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    I downloaded this mod along with the custom mob spawner but all the mobs are invisible and I can only see shadows on the ground. Here are the names of the files, please tell me if they are the right ones, and if they are can somebody help me? It used to work and then I guess it just stopped working?

    DrZharks MoCreatures Mod-12.0.5

    CustomMobSpawner-3.11.4


    I will take any advice on how to fix this issue!


    I am willing to bet that your operating system changed the file extension to .zip and actually disabled your ability to see the file extension at all.

    I had this issue over a year ago and changing the extension back to .jar fixed it for me if I recall correctly.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.16.5] MumbleLink [Forge] [SMP] [LAN] [Mumble] [TS3] [Realism] [Directional VOIP]
    Quote from MatthewPenguin»

    Hey! Was just wondering if someone could explain how CrossTalk to Mumble link feature works. Can you connect to a Mumble server through Teamspeak or does CrossTalk just work within the Mumble link mod? Thanks in advanced!


    Hey there,

    Crosstalk needs to be installed on your and your partners' Teamspeak clients in order for the MumbleLink mod to properly work with Teamspeak.

    Additionally, the latest release of the Crosstalk plugin for Teamspeak is based on an outdated version of the Teamspeak API. This means that you will need to use an older version of Teamspeak in order for the Crosstalk Plugin to work at all.


    Basically. the MumbleLink mod extracts your in-world coördinates and orientation from your Minecraft client and sends these to the CrossTalk plugin. The Crosstalk plugin shares these coördinates via the Teamspeak server with your partners' Crosstalk instances, receives the coördinates of your partners and attenuates the audio of your Teamspeak Client accordingly.

    When using Mumble instead of Teamspeak the functionality of the Crosstalk Plugin is built-in in your Mumble client already, so no extra plugin/addon is needed. Mumble's server executable is called Murmur by the way.

    This is as far as I understood it. SnipingCoward could probably describe it more precise, though. ;)

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from 貓村87041»

    1.15.2 When using the transfer function to transfer to others, it causes problems in the picture, which will result in a "computer black screen" after many times.


    Are you talking about teleportation?

    Posted in: Minecraft Mods
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