• 0

    posted a message on Storm Plays Minecraft W/Sucine
    Hello all!

    I am Stormandreas, and I'm here to alert you to a new Lets Play series of Minecraft a good friend of mine and myself started up.

    It will all be under the title, Storm Plays Minecraft W/Sucine, and will feature both me, Stormandreas, and Sucine, as we make our way to build an amazing fort filled with traps and puzzles, and fight our way to the End and slay the Enderdragon.

    It is sure to be filled with many unexpected moments, laughs and hardships, so stay tuned!

    Here is the first episode!

    And my channel here:
    http://www.youtube.c...er/Stormandreas

    ~Storm
    Posted in: Let's Plays
  • 0

    posted a message on Game changing mods?
    Hmm interesting. Feed the Beast and Tekkit arn't single mods though, they are a mod pack so kinda need their own series. DivineRPG looks quite interesting. Mixing that with Pixelmons would be quite funny XD
    Posted in: Mods Discussion
  • 0

    posted a message on Game changing mods?
    Hi there everyone.

    I am part of a youtube group called MVFilms. We are currently small and working on playthrough videos etc.

    This topic here, is basicly to ask around if anyone knows of any large game changing mods. One we have on our list right now is Pixelmons.

    If anyone knows of any mods similar or bigger than Pixelmons we could include/do a seperate series with, please let me know!

    Cheers!
    Posted in: Mods Discussion
  • 0

    posted a message on [1.6.2] Armor Movement Mod - Forge Update!
    Why did you call them Heelys......? Roller Blades are a million times better (and sound cooler)
    Posted in: Minecraft Mods
  • 0

    posted a message on MAtmos - Environmental sound atmosphere simulator
    This is a really nice mod, and adds a lot of effect to the game.

    However, i'm finding the gusty wind at y:100 annoying in my server (as some of the creations are quite high). Is there a way of increasing the height it detects the gusty wind at? like say, 150?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*
    Right everyone, be quiet! These mods are very obviously dead, as SDK hasn't bothered with it for quiite a while. Stop asking for updates, because there won't be any, and its also against forum rules.
    Also those saying modloader isn't used, you're wrong. there are a lot of people who still use it, because its a million times simpler to use than forge mods.
    I myself have had forge crash and destroy my worlds many times, where modloader has done absolutely nothing wrong to my game/worlds.
    Posted in: Minecraft Mods
  • 0

    posted a message on 12w49a Snapshot Ready for Testing
    Fireworks, ace. Unfortunatly it's not new. There have been at least 2 mods that already added fireworks to the game. Still, it's nice to have :).
    Not another damned update for 1.4. It was a halloween update, and it's STILL being worked on at Christmas... come on, do some proper testing mojang!

    Quote from awweaver

    I hate the new stuff that isn't adding anything to the gameplay value i.e. Bats and Fireworks....

    if it wern't for those things, the game just wouldn't be the same.
    Posted in: Minecraft News
  • 0

    posted a message on Risugami's Mods - Updated.
    Quote from laijka

    Something needs Forge. Fix that.

    Modloader doesn't need Forge, and Rei's minimap doesn't need Forge OR Modloader.
    He's installed something in the wrong place, or there are some old mod folders somewhere.

    I say, get a clean .jar, and install Rei's minimap ONLY (if thats all your wanting)
    Posted in: Minecraft Mods
  • 0

    posted a message on Risugami's Mods - Updated.
    For Audiomod, is there any way to disable the original sounds and only use custom ones?
    I remember in 1.2.5 i think it was, all you had to do was replace the original sounds with the new ones in their respective folders, but that doesn't seem the case now, and it's annoying as none of my sounds have appeared yet.
    I installed it into both the .jar and the mods folder (this has never caused problems before), and still nothing.
    Posted in: Minecraft Mods
  • 0

    posted a message on Smart Moving
    I managed to finally figure it out after 2 hours of trying different installation combinations. God forge is a HUGE pain!
    Posted in: Minecraft Mods
  • 0

    posted a message on Smart Moving
    Smart moving doesn't seem compatible with forge at all.
    I just tried it, installing Player API AFTER Forge, and Smart Moving for Modloader after that.
    This is what happened when I try to load a world:

    ---- Minecraft Crash Report ----
    // This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
    Time: 22/11/12 08:30
    Description: Exception in server tick loop
    java.lang.NoSuchMethodError: iq.getServerPlayerBase(Ljava/lang/String;)LServerPlayerBase;
    at net.smart.moving.playerapi.SmartMovingServerPlayerBase.getPlayerBase(SmartMovingServerPlayerBase.java:19)
    at net.smart.moving.playerapi.SmartMoving.getServerPlayerBase(SmartMoving.java:26)
    at mod_SmartMoving.serverCustomPayload(mod_SmartMoving.java:125)
    at cpw.mods.fml.common.modloader.ModLoaderPacketHandler.onPacketData(ModLoaderPacketHandler.java:24)
    at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:249)
    at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:239)
    at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:78)
    at iv.a(NetServerHandler.java:1054)
    at dj.a(SourceFile:59)
    at cf.b(MemoryConnection.java:79)
    at iv.d(NetServerHandler.java:82)
    at iw.b(NetworkListenThread.java:55)
    at bdr.b(IntegratedServerListenThread.java:111)
    at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:691)
    at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:587)
    at bdo.q(IntegratedServer.java:110)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:494)
    at fy.run(SourceFile:856)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------
    -- System Details --
    Details:
    Minecraft Version: 1.4.5
    Operating System: Windows XP (x86) version 5.1
    Java Version: 1.7.0_09, Oracle Corporation
    Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
    Memory: 295502584 bytes (281 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
    JVM Flags: 2 total; -Xms512m -Xmx1024m
    AABB Pool Size: 8138 (455728 bytes; 0 MB) allocated, 7783 (435848 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v7.23 FML v4.5.2.459 Minecraft Forge 6.4.0.395 6 mods loaded, 6 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    IronChest [Iron Chest] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_SmartRender [Smart Render] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_SmartMoving [Smart Moving] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 1216 (68096 bytes; 0 MB) allocated, 868 (48608 bytes; 0 MB) used
    Player Count: 1 / 8; [iq['Stormandreas'/269, l='Create', x=1185.20, y=4.00, z=2291.81]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Posted in: Minecraft Mods
  • 1

    posted a message on Smart Moving
    Quote from MrMe1003

    I know how to configure it, I meant could it be made so you press it, and it's like you're holding it down, then you press it again, and it's like you're not. Toggleable. If it can't currently, could that be made an option?

    Oh right ok. That isn't an option I don't think. That certainly does sound handy though :P

    Quote from WoeUntoYou

    The mod is incompatible with 1.4.5 modloader.

    It is compatible. Make sure you instal modloader 1.4.5, Player API 1.4.4 Client, and Smart Moving for Modloader Client 1.4.4. I installed it yesterday, and it works like a charm! :)

    Quote from TROLLMASTER2O1

    So does that mean It will work without modloader or forge

    There is one version that doesn't need modloader, however, be careful when installing other mods, as it does change some core .class files. the safeset bet is to use forge or modloader for it.
    Posted in: Minecraft Mods
  • 0

    posted a message on More Swords Mod
    Quote from DarkHax

    sadly a modloader version probably wont be released. i dont want to start a flamewar however it is my personal opinion that forge is the way to go with modding because of all the features it adds. dont get me wrong, modloader is handy however it simply can not live up to what is expected of mods. for example forge allows us to tap into infinite sprites and over 4000 block ids. it also gives a backload of other little perks that keep modders such as myself happy. these features would include the universal code and some other small formatting things.

    i am a proud supporter of forge and i feel it would be going in to opposite direction to be using modloader.

    Ok fair enough. didn't know forge did that. I've just experienced tons of crashes and bugs with forge, so i'm never keen to use it.
    Worst thing i think about forge is to use it for a server, everyone who goes on the server must have forge too. Can be pretty irritating when the people don't know how to install mods.
    Is there any way around that though?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*
    Quote from Tremuto

    Actually most mods are switching or already have switched to Forge. At this point, I'm with bspkrs. I've already moved to Forge :/

    I've not seen a lot of mods moving to forge. Infact, i've seen more forge mods moving to modloader.
    Modloader is much easier to manage anyway. despite what people say that forge doesn't change any core data, thats exactly why it crashes minecraft so easily, as Minecraft can't normally deal with external influences.
    The biggest problem with forge, is that in order to use it in a server, both client and server has to have forge. i.e., a person wishing to enter a forge server, MUST install forge.

    Can't wait till Mojang finally realise that putting mod support in will bring great ease to everyone.
    Posted in: Minecraft Mods
  • 0

    posted a message on Smart Moving
    Quote from MrMe1003

    Quick question: Is it possible to set the "grab" key to be toggleable? If so, how? And if not, can it be made to be?

    The only way to change the 'grab' key, is through MC under Controls, or by editing the config file. Grab can't be turned on and off, but of course, wont work unless you hold that key down.
    Posted in: Minecraft Mods
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