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    posted a message on [1.5.2] AMCO: About 150 of the best mods all working together
    Quote from Abish

    Error message from AMCO, generated by the error test in first post. This was done on Windows 7 with clean 1.0.0 (fresh download, no other mods) and AMCO 1.0.0 Rev 1A (install was successful).

    Exception in thread "main" java.lang.VerifyError: (class: net/minecraft/client/Minecraft, method: x signature: ()V) Incompatible argument to function
    Could not find the main class: net.minecraft.client.Minecraft. Program will exit.



    I couldn't find your first post, and in each post you only refer to this hidden mystery post.

    Besides amco, what else do you have installed?

    It looks like, however, that something else is up. Can you run vanilla minecraft? Are you trying to run a minecraft server with amco installed?
    Posted in: Minecraft Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from Aldermeer

    You could always delete the world files only leaving the level.dat. That way you would have your spawn location intact and still spawn the Guild in the right place.

    I'll have to give that a try.
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Remember most peeps. You have to delete the kingdoms.props file to fix many problems when you go from an old version of ToK to the new one.

    And whenever you have a problem, it would be helpful to know the following:
    when it started and the last thing you did before it started
    any and all mods running

    This way it can be rooted down. Most issues are mentioned in the Origional Post. So check there first.
    Posted in: WIP Mods
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    posted a message on MCDungeon v0.18.0
    I will definitely be checking into this.
    Posted in: Minecraft Tools
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from okmujnyhb

    What does repairing the guild do?

    It respawns the guild, destroying any block modifications done to it, and replacing any chests with empty ones. So do not fix unless all your stashed items are out of the guild area. It is there for problems and after a certain event in the ToK story.
    Quote from Mariux446

    add tamable dragons.

    mystic dragons is compatable with ToK, so get that mod and you can tame dragons.
    Quote from artcrime

    I stumble on a problem where the item shop is missing but only the shop disappear but the shop guy is there and the blacksmith is also there. Its just the shop that is missing and i need to know if there is a way to fix it.

    I made a item shop and i right click the blacksmith. Then i took my 64 lapis and tried to sell it (Bad Idea). My game just froze and i have to quit. When i log back in, the shop is missing but the guy is still there. When i talk to the city builder there is no option for item shop.

    Fix kingdom wont rebuild the item shop either so i just left with 2 guy with no building.

    PLEASE tell me there's a way to fix it.

    Too long? Item shop disappear but guy still there. Fix kingdom wont fix it. Help.

    Upgrade to the next tier?
    Quote from Caror18

    Tyber, I think you should add a copy of the mod with no Reficules, because some people (ME) game lag when they come.I use to play with your mod a lot but now i barely do because of the game lagging when The Reficules come. Please take this as improvement for those with bad Computers.Thank you.

    You can edit them in the kingdoms.props file. Set the rarity for the reficules to a high number, like 10000. Then disable the flame and netherrack spawning abilities.
    Quote from FrostFayre

    Excalibur would be great in destroying reficule bases.

    That version of excalibur. Looks like that one is enhanced by redstone.
    Posted in: WIP Mods
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    posted a message on [1.1] [Client and Server] Coal To Diamond
    Why not make the item required to smelt into diamond loaded from a config file so anyone can change the item requirement and amount for their own balance?
    Posted in: Minecraft Mods
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from IAmNinjaMan2000

    ......



    this is the default texture pack, brand new .jar

    what am I doing wrong?

    and how do I change which shaders are being rendered?

    What mods do you have loaded?

    Also what are your visual settings?
    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 eLeKtRiiKzz

    When will you be updating it to SMP 1.0.0?

    Clients with this mod will spawn creatures on vanilla servers.
    Quote from Hacky

    Hey,

    I really enjoy this addon, it was one of the first I used and it's still one of my favorites.

    I read so many posts like "add this... please add, add, add.....". So I also want to leave a wish here:

    Please add... nothing until you fixed this addon a bit.

    It's no more fun when:

    • you have to kill a bunch of skorpions every day in your house
    • you can't start an animal farm because your vanilla mobs despawn, even when you turn this of in the options
    • you get overrun by certain types of mobs, even when you turned them to very rare (spawn limit=1)
    • you have tons of "not fitting" creatures (e.g. polar bears spawning in forest biomes, together with lions, tigers and so on)

    Please, you have an addon which could make the world of minecraft a bit more realistic. Before adding tons of new stuff, work on the excisting content to balance it.
    In real world animals don't "spawn" over and over again when you kill them. And each animal has found way's to survive. With your mod I've watched kitties running across the map and a bunch of turtles, wild wolves anf so on. But no matter, the kittie despawns in a few minutes and instead of it we get tons of new turtles, some lions and a few polar bears.

    I know it's a hard way to balance such a big load of great content (maybe that's the reason why this "lazy" mojang team isn't so fast in adding content?), but what's the use of the content when it get's more and more "unenjoyable". OK, it's nice to see all these animals, but I want to build my world.

    Hope you read this and think about it (and also people don't flame me to the ground because I critizized this addon), but I really like you're work and I'm afraid it get's really unplayable.
    Sorry, if not everything is written correctly. English is not my native language.

    Regards Hacky


    I agree with this post as well. I love the mod, but wish the bugs it brings were worked on a bit.
    Posted in: Minecraft Mods
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    posted a message on MythiCraft (In-depth RPG Mod)
    Quote from neonscorpion

    HEY GUYS! ALL OUR FANS AND FELLOW MODDERS! IF ANY OF YOU HAVE AN IDEA FOR MYTHICRAFT PLEASE SUBMIT IT HERE! WE WILL CHECK IT PERIODICALLY FOR NEW CONTENT AND SUGGESTIONS!

    Now I have to go to another forum and register a new account just to resubmit my ideas? LOL
    Posted in: WIP Mods
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    posted a message on Custom NPCs
    Quote from Noppes

    Ehm how exactly would you propose using a singleplayer api in multiplayer?

    I would say you don't give that api to all players. Just restrict it to game mode 0 players.

    Also if you mean just in general, there is a guy working on getting ssp mods ported for smp:
    http://www.minecraftforum.net/topic/769422-100181ssp-mods-in-smpsmpbukkit/

    So I would work with him too.
    Posted in: Minecraft Mods
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    posted a message on MythiCraft (In-depth RPG Mod)
    This may be a useful gamemode api for getting mythicraft to smp.

    http://www.minecraftforum.net/topic/729750-100gamemode-api-v15/
    Posted in: WIP Mods
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    posted a message on Custom NPCs
    I found a game mode api that may be useful if you want to have private control between making npc's and not making them in smp versions of the mod.
    http://www.minecraftforum.net/topic/729750-100gamemode-api-v15/
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    This guy made a game mode api. Might be useful for making a client/server version of adventurecraft.

    http://www.minecraftforum.net/topic/729750-100gamemode-api-v15/
    Posted in: Minecraft Mods
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    posted a message on [1.8.1] Level Up! - RPG Skills & More - Update v1.5.2
    It is obvious that the changes to enchantment and how it relates to experience did a big number on any mod trying to go from 1.8.1 to 1.0.0...

    What are you looking at needing work on? I can imagine you had to start from scratch and find all the components that manage exp use and enchantment.

    Maybe make a second exp system that uses the same point pool, but builds a second result out of it?
    Posted in: Minecraft Mods
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