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    posted a message on [<=1.6.2] TehKrush's Mod Archive - Timber!, PlasticCraft, HiddenDoors, Squirrels
    Hehe, Re-Logic added corrupted flowers and trees... NOW KRUSH HAS YET MORE STUFF TO ADDZ!! And i'm going to ask this again, are you planning on making any other Terraria-related mods? I miss my Muramasa when i play Minecraft, lol.
    Posted in: Minecraft Mods
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    posted a message on [<=1.6.2] TehKrush's Mod Archive - Timber!, PlasticCraft, HiddenDoors, Squirrels
    TehKrush, are you going to add ebonstone and all the features of the corruption from Terraria? Possibly even new mobs, like the eater of souls or the devourers? Are you going to make any other Terraria-related mods? I would love to see some of Terraria's awesome weapons, like blue moon or muramasa, or Thorn Chakrum, especially if they had similar particle effects to Terraria's.
    Posted in: Minecraft Mods
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    posted a message on OMGOSH am i the only one with this constant problem!
    Quote from Tazmania191

    ive tried that -.- it wont let me install anything to it!

    I don't care if it blackscreens you anyway, just post the goddamn Modloader.txt. And if there is no Modloader.txt, then delete your entire .minecraft file. Run the launcher, and download the NEWEST version of Modloader, then run Minecraft. (if this blackscreens, then i have not a clue what's wrong.) Then, make sure WHATEVER mod you're installing is updated to the latest version of Minecraft, then install it. If it blackscreens, post the Modloader.txt. Do this with any mod you install. And, you should probably do it on THAT MOD'S forum post, instead of randomly in the middle of mod discussion.
    Posted in: Mods Discussion
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    posted a message on OMGOSH am i the only one with this constant problem!
    You aren't giving anywhere near enough information to us. The best way to figure out problems is to, after you've installed Modloader, check the Modloader.txt file in your .minecraft folder, then paste the entire .txt here on the forums. After you do that, i, and/or others, should be able to help you.
    Posted in: Mods Discussion
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    posted a message on [WIP] "The Wastelands" [MOD]
    Quote from Beu50

    • exactly my thinking with the biomes.
    • Umm, so far that artist is going to be me designing a 32x32 texture pack. I dont know of anyone yet who has the "touch" im looking for. i agree this would look great with the last days texture pack but i dont want that as the texture pack. I would like it to be special and custom like everything ive got planned for the mod so far. Do you know of anyone who does? you perhaps?
    • yes that was going to be one of the biggies of this mod. A SMP bukkit plugin or just SMP files depending on what i can do. i dont fully know if i can do that with bukket and yes, i agree, not enof modders make good or big server mods. yet another thing this mod will hopefully change. The server that will be testing on (the only server with access to the files) will be "ruined world" unless i find one more appropriate. keep in mine that is not within the immidiate future.


    I'm back. The portal will now open in 3... 2.. 1-bzzt
    No seriously, though, the thread got pushed back into the forums, and i played Terraria for so long, and you get the point. I just couldn't find the thread afterwards.

    I definitely understand you not wanting Last Days for the texture pack. Some aspects of it make it seem too "Doku (such as the grass)" and not custom enough for specifically The Wastelands. But yea, i guess i could draw some of the textures. I'm not that great of an artist though, and i'd rather do items, but i can probably draw blocks as well. If i do draw some of the textures, would you want me to draw 32x32 versions of the items as well? (i personally think 32x32 is the perfect texture size, but i don't think 32x32 variants of the default textures like Faithful 32x32 look all that great. I, however, think it would be weird to just have the Wastelands be 32x32 yet keep the default 16x16. However, i also think a mod that makes you change your default textures to 32x32 would be intrusive and strange.)

    Oh, and, i've got a sibling, Shinkei Shinto, who's deviantart is here. They'd be willing to do concept art, advertisement art, or whatever. Shinto isn't really all that great at pixel art, but whatever else you want, they can probably do it. You can check out the link and stuff. Just offering possible services.

    One particular thing Shinto mentioned, though, was why? What caused this apocalypse, how have people been holding through, is there a government, is that government just a collection of people that must survive together, etc. This would be really important to the feel of the apocalypse and what kind of mobs and structures/environments/social statures (if there can be any kind of social hierarchy in an apocalypse (another thing we probably need to know in this certain apocalypse, lol.)) have developed. After Shinto gets the "why" question answered, they'll be able to contribute heaps of ideas. (although that depends on the answer to the why question, too, lol.)

    Edit: As well, a lot of these ideas and suggestions seem quite scattered. Robot factories haven't been mentioned once in any form, nor even robots themselves. I kind of think robots are way out of character in the kind of apocalyptic world we've been talking about, with ruins and ruined towns, varied foliage, and such. I like the range and extensiveness of all the ideas mentioned, but some seem completely unrelated to others.

    Oh, and, with the biomes, you have to make sure the coding in the biomes flows well. You can't have a marsh right next to a massive barren and uninhabited wasteland with barely any vegetation, you have to put smaller levels of vegetation between the two biomes.
    Posted in: WIP Mods
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    posted a message on Texture packs forum sub-forums?
    I definitely agree with this, and i was hoping someone would post it. However, i think there should be a sub-forum for each individual pixel size (and of course, the remix sub-forum Doku requested).

    Those being:
    16x
    32x
    64x
    128x
    256x
    Remixes

    Then again, what would we do about packs that have 64x, 128x, and 256x versions of themselves?
    Posted in: Resource Packs
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    posted a message on MoCreature 1.6.5 Please
    Quote from NONAME148

    Sorry to image post but...


    xDXDXDXDXDXDXD Rofl that was a good one.
    Posted in: Mods Discussion
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    posted a message on [16x][1.6.X]S(kittles)-Pack [WIP] I'm actively working on it now!
    Quote from IiI_stealth

    This is a nice 16 texture pack. The colors flow nicely. It looks smooth too.


    Thanks! That was the idea, to make nature look beautiful and smooth and make it tile well, yet make the manmade stuff somewhat advanced and detailed. I'm still trying to find out what i should do with the leaves though! =\

    Edit: Oh, by the way, i'm going to be consistently working on this now, since it's summer and easy to do so. However, i'm not going to post each little tiny update, only when i edit a bunch of stuff.
    Posted in: Resource Packs
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    posted a message on [16x][1.6.X]S(kittles)-Pack [WIP] I'm actively working on it now!
    Quote from Mikejones

    if you hope someone doesnt mind about using his textures, ask them beforehand.

    I noticed you're quite active on JohnSmith's texture pack thread, lol. Are you friends with him or something? And yea, i asked him, but i don't know how long it'll take for him to respond.
    Posted in: Resource Packs
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    posted a message on [16x][1.6.X]S(kittles)-Pack [WIP] I'm actively working on it now!
    Quote from HelloLion

    I like parts of your pack, it just seems weird 'cause some of your blocks have a decent amount of detail while others are almost totally flat.

    Well, some of them are still Painterly placeholders, like the diamond, gold, and iron blocks. That's really the only reason they're too detailed. This is just a WIP, remember, and i wanted to re-post all the work I've done since I've changed so much in the pack since the last screenshots and terrain.png. It's definitely not finished.
    Posted in: Resource Packs
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    posted a message on Zekocraft[16 px] - updated February 3rd [1.8]

    I don't think you know what the term "random" means. Yet you sling it around so carelessly. For shame, sir.


    Anyway if you want some unrelated factoids to stick in a hallway, I do have a rather vast knowledge of useless ********:

    Queen Anne who died in 1714 outlived all 17 of her kids.
    Rat's cant vomit.
    The average American eats about 300 eggs a year.
    Mafia is an acronym for Morte Alla Francia Italia Anela which means "death to the french is italy's cry"
    The space between your nostrils is called the columnella
    Black-eyed peas are not peas. They are beans.
    Jellyfish can evaporate.
    Utopia is an ancient greek word that means "nowhere"
    The last 10% of a can of soda is saliva.
    A dime has 118 ridges around it.
    The dot over the "i" is called a tittle.
    Loosen and unloosen mean the same thing.
    The word Senator is derived from the word senex which is latin for "old man"
    tarasthesia is what happens when your foot falls asleep

    and thats all I got.


    Yea, i know, i suck, and i don't care. Lawl. Gawd, tho, that's a lot of *insert useful adjective here besides random until i somehow figure out to use random correctly which will probably never happen until i have that level of randomness, although i can't 'cause i don't know what the correct definition of random is* facts... Btw, you made a Portal 2 reference in there, maybe unintentionally, but i wouldn't know.

    And thanks to LK as well! Oh, and Sheep!

    Oh and yea, i agree, the hatches are really awesome for redstone traps and the grass is basically Wildgrass, a mod that i've always loved and i think really adds to the ambient yet alive feel.
    Posted in: Resource Packs
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    posted a message on [16x][1.6.X]S(kittles)-Pack [WIP] I'm actively working on it now!
    I'm only bumping it 'cause i updated!!!!!! =)
    Posted in: Resource Packs
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    posted a message on Zekocraft[16 px] - updated February 3rd [1.8]
    On a completely unrelated note, i have a question for Zekey. Give me a bunch of random facts. Oh wait, that's not a question... No really, i'm making a giant hall on my server with random facts in it. You happen to be the randomest person i know, so who better than you to ask?
    Posted in: Resource Packs
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    posted a message on Demonic Kitteh Pack! 16X Wip
    Here are some things i didn't like:

    Grass doesn't tile well
    Sand doesn't tile well
    Dirt looks too much like soul sand
    Dirt doesn't tile well
    Glass and doors don't fit the pack, as they are too default-ish
    Sand has too much of a marble-like color
    Stone is a tiny bit too wavy, but probably not
    In fact no, i love the stone
    Sand tiles a little bad too
    The flowing water is waaaaaaay different than the still
    Leaves are too broad
    Breaking animation
    The major color difference between sandstone and sand
    The lack of good tiling between moss stone and cobblestone
    The obvious line going straight down netherrack
    obsidian
    white wool (although it is unique)

    Here are some things i liked:

    The flowing water more than the still water
    The cobblestone
    The good contrast of dirt and grass
    The wavy stone
    The natural-looking logs
    The red GUI
    The similarities of cobblestone and sandstone
    Bookshelves and ladders
    All the ores, other than coal
    The tools (a lot)
    The light color of redstone (item)
    The torches

    CONSTRUCTIVE CRITICISM FTW!
    Posted in: Resource Packs
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    posted a message on [1.7.3][1.5]Wolves Extended!
    Quote from pur3p0w3r

    I have this error;

    May 24, 2011 8:06:25 PM ModLoader addOverride
    FINER: addOverride(/gui/items.png,/wolf_clothing/icons/backpack.png,249). 6 left.
    May 24, 2011 8:06:25 PM mod_wolfvariations Initialize
    FINE: Adding: Headgear
    May 24, 2011 8:06:25 PM ModLoader addOverride
    FINER: addOverride(/gui/items.png,/wolf_clothing/icons/browncap.png,250). 5 left.
    May 24, 2011 8:06:25 PM ModLoader addOverride
    FINER: addOverride(/gui/items.png,/wolf_clothing/icons/sunglasses.png,251). 4 left.
    May 24, 2011 8:06:25 PM mod_wolfvariations Initialize
    FINE: Adding: Bodygear
    May 24, 2011 8:06:25 PM ModLoader addOverride
    FINER: addOverride(/gui/items.png,/wolf_clothing/icons/argylebody.png,252). 3 left.
    May 24, 2011 8:06:25 PM mod_wolfvariations Initialize
    FINE: Adding: Collar
    May 24, 2011 8:06:25 PM ModLoader addOverride
    FINER: addOverride(/gui/items.png,/wolf_clothing/icons/colored_collar.png,253). 2 left.
    May 24, 2011 8:06:25 PM ModLoader addOverride
    FINER: addOverride(/gui/items.png,/wolf_clothing/icons/spiked_collar.png,254). 1 left.
    May 24, 2011 8:06:25 PM ModLoader addOverride
    FINER: addOverride(/gui/items.png,/nandonalt/clothing_materials.png,255). 0 left.
    May 24, 2011 8:06:25 PM ModLoader getUniqueItemSpriteIndex
    FINER: THROW
    java.lang.Exception: No more empty item sprite indices left!
    	at ModLoader.getUniqueItemSpriteIndex(ModLoader.java:635)
    	at ModLoader.getUniqueSpriteIndex(ModLoader.java:646)
    	at ModLoader.addOverride(ModLoader.java:329)
    	at mod_wolfvariations.InitializeBreeding(mod_wolfvariations.java:241)
    	at mod_wolfvariations.<clinit>(mod_wolfvariations.java:77)
    	at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    	at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
    	at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
    	at java.lang.reflect.Constructor.newInstance(Unknown Source)
    	at java.lang.Class.newInstance0(Unknown Source)
    	at java.lang.Class.newInstance(Unknown Source)
    	at ModLoader.addMod(ModLoader.java:207)
    	at ModLoader.readFromClassPath(ModLoader.java:1135)
    	at ModLoader.init(ModLoader.java:815)
    	at ModLoader.AddAllRenderers(ModLoader.java:124)
    	at sd.<init>(sd.java:58)
    	at sd.<clinit>(sd.java:8)
    	at net.minecraft.client.Minecraft.a(SourceFile:282)
    	at net.minecraft.client.Minecraft.run(SourceFile:658)
    	at java.lang.Thread.run(Unknown Source)
    May 24, 2011 8:06:35 PM ModLoader addOverride
    FINER: addOverride(/gui/items.png,/nandonalt/breeding_bone.png,0). 0 left.
    May 24, 2011 8:06:35 PM ModLoader addMod
    FINE: Mod Loaded: "mod_wolfvariations Beta 1.5_01 - By Nandonalt" from mod_wolfvariations.class
    May 24, 2011 8:06:35 PM ModLoader AddAllRenderers
    FINE: Initialized



    I'm not so great with teh brain logics so if its a stupid error I should know how to solve, feel free to insult me so long as it gets fixed ;D


    It is kind of a stupid error, but the only fix for it is installing Minecraft Extended. Basically, on the terrain.png, you have no spaces left for new sprites that are added by mods. In other words, your terrain.png is out of empty spaces. There is a sprite limit of like 256 or something, and you've exceeded that limit. So you could fix that with Minecraft Extended, but Minecraft Extended gives me all kinds of texture errors, like invisible textures and swapped textures.

    Edit: by reading your error log, i just realized that you only ran out of sprites by ONE item. That majorly sucks.
    Posted in: Minecraft Mods
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