i don't think that the subset system is implemented yet - It is still in beta 1.7.2 you know I know the 'Mysterious Magnet' is what you are looking for, i do not know what mod it is from though
the Mysterious Magnet is added by the Magic Bees addon (by MysteriousAges) for the Forestry mod (by Sengir)
think you could add an option for a separate "instances" folder? like having the mods/configs/saves folders in a separate place than the .minecraft file? or having a modpack tab where you can make (what else?) modpacks that you can switch between.
the reason I want this option is because I still use the vanilla launcher for vanilla minecraft and client-side mods (such as optifine, zan's/rei's minimap, etc), so it's kinda annoying having to move the mods (and configs, saves, etc) folder somewhere it won't interfere with the current modpack I'm using
for some reason, whenever I start up minecraft there's an in-game popup saying that the keybind mod is no longer in beta but I can't find the official release.
Name: No More Key-Conflicts Idea: adding conditionals for keys (such as [Ctrl] or [Shift]) to the Controls menu for more keybinds Reason: Modpacks with many mods (such as those on the FTB launcher) almost always have key-conflicts and I've noticed that many mods use keys used by other mods by default. this is extremely annoying when you don't have enough keys to bind each action to their own button on the keyboard, or when the keys that are available aren't within reach of your hand when playing. more often than not, I've had to bind a lot of actions to already used keys just so I can use a certain tool. Benefits: No more Key-Conflicts (obviously), more flexibility for controls Example of Use: if I hold [Ctrl] and then hit [F], a different action would be performed than if I had just hit [F] Who it would help: Modpack makers, Modpack players, players with little less space on their keyboard than the number of controls in a modpack, etc.
If anyone could make this (and even improve on my idea), I'd greatly appreciate it.
I just know that this will, one way or another, end up on one of the forgecraft servers (soaryn will most likely pester pahimar till he adds it to fc1, the long term server)
I noticed that liteloader (alpha) is out for 1.7.2 but I'm having trouble finding macro/keybind for 1.7.2, has it been released yet? if so, link to the download (if it's not released, no need to rush it. I can wait)
That error (in this case) means that the file you're trying to run is corrupt. Redownload it, and if your downloads keep getting corrupt, then there's something wrong with your network that's causing it.
I'm not sure how hard the 1.7.2 update will be (since mc was almost completely rewritten), but after mcp is out, how long will it be till LL and M/KM are updated? (just an estimate, no need to rush it)
never have seen a bird in minecraft :0 you might soon i am working really hard on it right now i just working also so some times i get free time n i work on new things right now i am working on weapons n next will be stuff you can make with the ingots then armor, then flowers, trees, plants, then biomes, i will then give u a prerealease before i give u my final version to 1.o if you guys want i can just release V0.1 n so on n so on with every new big things i ad ?
why are you working on 2 versions at once? both versions will suffer if you keep this up (with the different apis, different hooks, item id changes, world generation differences, as well as a whole lot of other stuff)
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the Mysterious Magnet is added by the Magic Bees addon (by MysteriousAges) for the Forestry mod (by Sengir)
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the reason I want this option is because I still use the vanilla launcher for vanilla minecraft and client-side mods (such as optifine, zan's/rei's minimap, etc), so it's kinda annoying having to move the mods (and configs, saves, etc) folder somewhere it won't interfere with the current modpack I'm using
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Idea: adding conditionals for keys (such as [Ctrl] or [Shift]) to the Controls menu for more keybinds
Reason: Modpacks with many mods (such as those on the FTB launcher) almost always have key-conflicts and I've noticed that many mods use keys used by other mods by default. this is extremely annoying when you don't have enough keys to bind each action to their own button on the keyboard, or when the keys that are available aren't within reach of your hand when playing. more often than not, I've had to bind a lot of actions to already used keys just so I can use a certain tool.
Benefits: No more Key-Conflicts (obviously), more flexibility for controls
Example of Use: if I hold [Ctrl] and then hit [F], a different action would be performed than if I had just hit [F]
Who it would help: Modpack makers, Modpack players, players with little less space on their keyboard than the number of controls in a modpack, etc.
If anyone could make this (and even improve on my idea), I'd greatly appreciate it.
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I take it u've solved it? if not, the only mod I can think of that adds raw rubber is MFR (MineFactory Reloaded), try removing it.
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it's the same for me though
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aren't chickens birds though?
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