• 0

    posted a message on Mob Spawn Controls 2! Back + Better than ever! Updated
    Dude, there is no downloader. you clicked on some add on the download page, not the actual download.
    Posted in: Minecraft Mods
  • 0

    posted a message on Fossils and Archeology Revival Legacy Thread
    would it be possible to add the enchantment IDs to the config, because i can't update to the newest version with the current enchantment IDs.
    Posted in: Minecraft Mods
  • 0

    posted a message on JurassiCraft!© Build 1.3.0 Pre-release - Daily Builds
    Quote from Kashmoney

    You have yet to accept the skype request

    Sorry, i forgot to log on >.< (I rarely do)
    Posted in: WIP Mods
  • 0

    posted a message on JurassiCraft!© Build 1.3.0 Pre-release - Daily Builds
    Quote from Kashmoney

    awesome welcome to the team!

    Great news! Thanks to Trinity we'll be adding Agathis to the mod release!


    Thanks, glad to be a part of the team. :)
    Posted in: WIP Mods
  • 0

    posted a message on JurassiCraft!© Build 1.3.0 Pre-release - Daily Builds
    Quote from Kashmoney

    Sorry I forgot to type pm. You can post the skype name here or send through the pm.


    Skype Name is: Trinity_Gamer

    And i'll zip them up and pm them to you. :)
    Posted in: WIP Mods
  • 0

    posted a message on JurassiCraft!© Build 1.3.0 Pre-release - Daily Builds
    Quote from Kashmoney

    That's amazing, I want to recruit you! If you don't want to join and just contribute send me the files via of. Thanks for the help!


    Cool, i would love to join the team

    Though, i have to say, i wasn't able to see how you wanted me to send you the files, as it cut it off at 'via of'. i'm going to assume that it was probably some form of forum censor that cut it off. anyway, should i 'zip' them and upload them to mediafire or something? (also, should i pm you my skype name? or should i say it here?
    Posted in: WIP Mods
  • 0

    posted a message on JurassiCraft!© Build 1.3.0 Pre-release - Daily Builds
    I have a question, originally i was going make my own version of the Fossil and archaeology mod, but when i came across the animation portion, i got so frustrated that i didn't complete it. I might, eventually, take a whack at it again, but for now, i really don't see the point. with that said, would you like to see the textures and models that i made to see if you want them? They are all based off of actual archeological facts,

    Here's a list of textures:

    Plant textures:
    8: conifers (logs, planks, and leaves): conifers are similar to trees in structure
    3 petrified logs (1 was going to drop fossil tree/conifer seeds, the other too have planks)
    7 random water plants (again, they are based off of what we know of prehistoric times, though i threw in some seaweed out of boredom)
    2 mushrooms
    6 plants (mushrooms, plants, trees, and conifers were only going to be produced by the analyzer when using petrified logs and leafs)

    Block textures (apart from plants):
    2 Perpetrate planks (top and sides)
    Leaf fossil (it was going to drop plant fossil, like the petrified log, only these would be all smaller plants)
    5 machine blocks (there weren't going to actually do anything, it was just for people who wanted to make a room look like a lab)

    Item/tool textures:
    Bone tools (full set)
    Magma stone tools (full set)
    stago-plate tools (full set)
    Stego-plate (dopped from killed adult stegos)
    magma-stones (dropped from fossil-blocks)

    Fossil-item tectures:
    odd-bone pot (it was going to be a bone colored plant-pot, but i never got around to dealing with it. T_T)
    3 different new fossils (trilobite/something that looks like a raptor fossil/ and a Orthoceras fossil)
    2 more painting item textures (i was going to add 2 whole new sets of paintings)
    3 DNA for the models (Eurypterus, Glyptodon, Chalicotheriidae)

    Armor textures:
    SkeletalArmor (Not to be confused with bone armor)
    DinoSkin armor
    Magma Armor (made from magma stone)
    Scarub Armor
    Stega Armor (Made from stegosaurus plates)

    Chest tectures:
    Pirate (big and small)
    Archeology chest (big and small)

    Models (I never actually got around to texturing this, and they are still in their techne model forms):
    Eurypterus
    Glyptodon
    Chalicotheriidae


    Anyway, do you want to see any of these to see if you could use them?
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.2] Armor Movement Mod - Forge Update!
    I agree with PYROxSYCO, For people who use multiple mods, this installer is a pain. I already have forge and several others, and i had to add things to forge to get some of the mods to work, this installer screws that all up, making it automatically incompatible with other mods as a result. That kind of sucks, i've used this mod in the past, but now i'm pretty much going to have to give it up, or give up more then 12 other mods. sorry, but 1 mod will never be worth giving up 20.
    Posted in: Minecraft Mods
  • 1

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from InforMaster

    If you guys are really waiting for the mod then you can wait a little longer can you?
    You see codding is not easy (not the part of writting it, its the part of understanding it), so if you want something good then time is your companion, because you need lots of it.
    Im a programmer (not java btw, just pascal, delphin, Basic, VBA, C, Objective C, Cocoa and FORTH xP) so i know that, and i must say this:

    GUYS (and girls of course) IF YOU WANT THE MOD THAT BADLY JUST WAIT OK? ;) IT WILL COME OUT (otherwise i eat my hat :| )

    -------------------------------------------------------------------------------------------------------------------------------------------

    PS: for any modder out there, is there any place you recommend for someone to learn java codding btw? not those crappy tutorials made by 12 years old boys

    PSS: i did not create this account just for this xP i already had it but never posted before. Im just lazy XD



    well, about the programing thing, that all depends. are you talking about just programming in java in general, or programing in java for minecraft? if you mean in general, then i would say theCherno's tutorials are the best, as he's the only one that actually teaches you everything from start to finish, and gives you an indepth explination on how each line of code works and what it dose. ironically, his tutorials are heavily based off of Notch's (failed) attempt to teach programming. (Yeah, notch has his own tutorials as well, sort of, they are called 'coding with notch' or something like that, but he doesn't really explain anything very well).

    Anyway, here is a link to the playlist: http://www.youtube.com/playlist?list=ELshNxV9QFUOo (currently has 62 videos on it, but there are 65. anyway, in the tutorials, he is actually making a game from start to finish, but really, once you get to episode 15/20, somewhere in there, you know everything you really need to know to program in java)
    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from galelo

    is this mod going to be updated anytime soon? cuz the 1.4.7 isnt working on 1.5.1 or maybe am doing something wrong


    Well, as the mod creator keeps saying that the 1.5.1 update will be coming soon, i'm thinking that it's going to be updated soon. but i could be wrong. lol.

    Anyway, on 1.4.7, which is what i play on at the moment (waiting for the update, just like everyone else), i've noticed that it's started saying that my divine rpg is out of date, even though the newest divine rpg for 1.4.7 is 1.3.0.4, which i have, so, theoretically, it might be getting updated now. but then again, it could just being saying that for some unknown error. XD
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2] The Creep Mod V3.3.03_1.7.2 - REDESIGN IN PROGRESS!
    i have a question that probably should have been answered in the main post (or at least in the config file), but for some strange reason, wasn't: How many block IDs does this take, and how many Item Ids? Because sitting their and guess at it in an attempt to fix the conflicts is a pain, and knowing how many Ids it actually takes up would be much easier.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4/1.6.2/1.5.x/1.4.5/etc.] Coral Reef mod (updated 18/01/2013)
    Oh my great minecraft creepers, thank you so much for having the source up!!! I'm currently making a mod with an underwater dimension (Sorry, can't give details for now), and i've been having problems with the plants. I've been looking everywhere for how to male the plants and water take up the same space, but couldn't find it. Thank you, thank you, thank you so much!
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.1? (not 4)
    Quote from Azanor

    What do you want to change with Aspects?
    I'm thinking of reducing them to only a handfull of fairly broad categories. I'm currently considering Fire, Air, Earth, Water, Life, Death, Magic, Nature. I might also go with a non-elemental category breakdown. Either way I want there to be less than 10 aspects.

    Also, aspects will replace Vis. What the what!? .... see below


    I don't like the idea of getting rid of THAT many Aspects, but i DO agree that several aspects are pointless (The snow one is basically just wind and water, so it's pointless, you have 3 different aspects for earth, and several different aspects for plants. that's too many), but i don't think dropping to 10 would be great. Also, the thing that i've found most annoying about the aspects isn't that there are two many aspects, it's that there isn't enough things to research.

    If you add more things, like 'thauma-window (a 1 way window that doesn't shatter when broken), or things like that, it would make the aspects issue go away, and it would make the game more robust. other thing that could be added are things like: Thaumanic helmet of waterbreathing, sky island's thaumanic-vest(has wings, let's you fly), thaumanic boat/Cart, thaumanic-live-stock (sheep that drop magic wool and stuff like that), Thaumanic-plants (like a flower that causes any animal/monster that touches it to catch on fire, or a flower that gives off light), or a biome-matizers (throw a forest biomatizer, and the biome slowly becomes a forest biome - it would help get rid of the stupid snow-biomes. T_T). The list goes on and on, but the point remains. there really isn't much for people to research at the moment.

    BUT if you DO want to drop it to a lower number or aspects that badly, at least choose a number that's considered important to magic ( 3, 7, 9, 12, 13, 24, 27, 30, and 31 are all very important to pagan beliefs, so 13 would probably be the best number for you, especially as it is considered the most important)

    Also, a way to cut down on the aspects without having to actually get rid of them would be to make people use a 'fusion aspect' with 2 basicaspects, in order to get an 'advanced aspect' like combining water, air, and fusion aspects to complete the 'golem' (ice) aspect, it would make the game need less aspects, but also make it more interesting.

    --------------------

    Anyway, if you are going to go with 10, then here's an idea for the aspects:
    1) Earth
    2) Air
    3) Fire
    4) Water
    5) Lightning -This would take care of the 'mechanical' and 'Electrical' aspects: Machina,
    6) Life
    7) Death
    8) Magic
    9) Yang Energy - This would take care of all the Phisical Aspects: Imperito, Motus, Potentia, Tutamen, Telum, Fabrico
    10) Yin - As yin stands for 'spiritual energy' and 'thought', it would get rid of Animus, Cognitio, Visum,

    If you are willing to do 13, here are 3 more:
    11) Fusion/Synthesis/palmerization/whatever - combining and joining things. (Duh), We kind of need this for the alchemical stuff.
    12) Mistisisum - for the Sonus, Tempus, and Vinculum
    13) Growth - No, i'm not talking about plants, i'm talking about in general. it would be cool if we could make animals instantly grow up too. this aspect could help make things like that.

    Quote from Azanor

    What do you want to change with Auras?
    Well, I want to do away with them completely. Auras are used as a source for vis, and I'm thinking of getting rid of vis (in its current form) completely. Currently most crafting requires two different resources - vis and essentia. That is a bit silly imho and I think it would probably be better to just use essentia.

    I DO like the idea that aura nodes acted as focal points for magical power. I will try and keep that idea alive with different worldgen features, but for the most part they will be tied to special blocks or structures like the old TC1 altars and obelisks.

    These are big changes and I suspect they will be unpopular ones. If I'm proven right it will probably prevent me from implementing some of the other ideas I have.


    Hm.. I say instead of having Auro nodes, you could have Monoliths/statues set at randome places, the hold only so much 'vis', and the 'vis' recharges over time, but objects that need vis drain it when they come with in a certain distance.

    Quote from Azanor

    What do you want to change with Research?
    Not sure yet honestly. It might remain as-is, or become even more of a mini-game. All I know at the moment is that I would like it be more fun and less about guessing and more about puzzle-solving.

    As some of the TC add-on devs and IRC regulars might know I have discussed the possibility of splitting up the research tree into distinct sections each with its own page and tree structure. The current TC tree is getting a bit crowded and messy - especially with add-on mods adding their own stuff.


    No idea for this one, sorry T_T

    Quote from Azanor

    Ok, if you are getting rid of vis, what will power our stuff?

    Good question. YOU will power your stuff. There will be mechanics added to allow you to absorb the various types of essentia. For example, when you start out you can store a total of 50 essentia of each type and using a wand drains from those essentia pools.

    I'm considering adding a bit of an RPG element to things by allowing you to "level up" to increase how much essentia you can store, or grant you other abilities. This leveling will happen through research and/or actual xp or other means.

    You will absorb essentia by various means. One way would be mob drops - they will drop raw essentia orbs in the same way they drop xp orbs. You could also destroy blocks and items to gain their essentia. You could also have tools to suck the essentia from various things like the world-gen features I'm planning on adding to replace nodes.


    Screw what i said about the Vis, i love this idea. :D (Though i think you should have a bank function, that way you could STILL have random statues at various places that build up aspects over time that the player can 'drain' whenever they need it (So long as they have the spell/item/whatever to do it)

    Quote from Azanor

    Wait, your adding what is essentially different kinds of mana? Does this mean...
    Yes. I'm adding spellcasting. One of the research trees I'd like to add will be all about casting spells. I'm going to remove all the various elemental wands and you will just have the basic casting wand that currently exists, which you will use for all your various spells and such. For example, instead of having a Wand of Fire, you will research how to cast the same effect through your normal wand.

    I have resisted adding spellcasting for ages, but since the whole idea of TC3 was to move away from the tech mod concept spellcasting does feel like an obvious way to do it.

    The magi-punk idea of TC will remain however - that is a big part of the mod and I will never get rid of it. Also I have now coined the phrase magi-punk. Your welcome.

    -Gasps- If i was a woman, i would have your baby right now! I love that idea so freakin much. DO IT! DO IT! DO IT!

    Ok, after seeing your update message: If you want to cut back on the aspects, but are leaving it at 24: get rid of the 'dirt' aspect, and spitch it to being th same as stone, (making them earth), and single it out to 1 aspect for plant (a mushroom is not a plant, it's a fungus, so leave that aspect alone)and join all the 'food' aspects.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [1.5] The Runic Dust Mod [Mar14]
    Quote from Hoovkid


    I am now too. I am still getting an error report

    From the window


    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem; Failed to start game

    A full error report has been saved to C:\Users\Ryan\AppData\Roaming\.minecraft\crash-reports\crash-2012-12-09_19.57.25-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash :(



    --- BEGIN ERROR REPORT 7fa92000 --------
    Full report at:
    C:\Users\Ryan\AppData\Roaming\.minecraft\crash-reports\crash-2012-12-09_19.57.25-client.txt
    Please show that file to Mojang, NOT just this screen!

    Generated 12/9/12 7:57 PM

    -- System Details --
    Details:
    Minecraft Version: 1.4.5
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_07, Oracle Corporation
    Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 394366080 bytes (376 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
    JVM Flags: 2 total; -Xms512m -Xmx1024m
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 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 6.4.1.409 6 mods loaded, 6 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    DustMod [Runic Dust Mod] (dustmod-v1.1.2_CORE (2).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    DustModDefaults [Runic Dust Mod: Default runes and inscriptions pack] (dustmod-v1.1.2_DEFAULT-RUNES (2).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    DustDeco [Runic Dust Mod: Decorative dusts pack] (dustmod-v1.1_DECORATIVE-PACK (1).jar) Unloaded->Constructed->Pre-initialized->Initialized->Errored
    LWJGL: 2.4.2
    OpenGL: ATI Radeon HD 4200 GL version 3.3.9836 Compatibility Profile Context, ATI Technologies Inc.
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: Default
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null

    cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: idust
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:655)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:197)
    at net.minecraft.client.Minecraft.a(Minecraft.java:469)
    at net.minecraft.client.Minecraft.run(Minecraft.java:756)
    at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.NoSuchFieldError: idust
    at dustmoddeco.DustDeco.registerDusts(DustDeco.java:89)
    at dustmoddeco.DustDeco.postInit(DustDeco.java:64)
    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:440)
    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.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
    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.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:654)
    ... 4 more
    --- END ERROR REPORT 4a7ce347 ----------

    and the crash report


    ---- Minecraft Crash Report ----
    // Sorry :(

    Time: 12/9/12 7:57 PM
    Description: Failed to start game

    cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: idust
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:655)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:197)
    at net.minecraft.client.Minecraft.a(Minecraft.java:469)
    at net.minecraft.client.Minecraft.run(Minecraft.java:756)
    at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.NoSuchFieldError: idust
    at dustmoddeco.DustDeco.registerDusts(DustDeco.java:89)
    at dustmoddeco.DustDeco.postInit(DustDeco.java:64)
    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:440)
    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.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
    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.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:654)
    ... 4 more


    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 7 (amd64) version 6.1
    Java Version: 1.7.0_07, Oracle Corporation
    Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 394366080 bytes (376 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
    JVM Flags: 2 total; -Xms512m -Xmx1024m
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 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 6.4.1.409 6 mods loaded, 6 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    DustMod [Runic Dust Mod] (dustmod-v1.1.2_CORE (2).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    DustModDefaults [Runic Dust Mod: Default runes and inscriptions pack] (dustmod-v1.1.2_DEFAULT-RUNES (2).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    DustDeco [Runic Dust Mod: Decorative dusts pack] (dustmod-v1.1_DECORATIVE-PACK (1).jar) Unloaded->Constructed->Pre-initialized->Initialized->Errored
    LWJGL: 2.4.2
    OpenGL: ATI Radeon HD 4200 GL version 3.3.9836 Compatibility Profile Context, ATI Technologies Inc.
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: Default
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null


    I'm having the EXACT same problem, sucks, i guess that means i can't use the deco one yet until it's fixed. T_T
    Posted in: Minecraft Mods
  • 0

    posted a message on Top 3 most hated questions
    Quote from kr00k3d100

    Why are you so annoying? - EBD, OCD, and I am a troll.
    Why don't you ever eat? - They just never see me eat, though I eat quite a bit.
    Are you gay? - Where does this come from? I don't have a feminine-sounding voice, I don't dress like a homosexual, and I have had multiple girlfriends.


    I'm quoting this because it goes along with the first question i find annoying:
    1) why do you have so many shirts with rainbows/the phrase 'Kiss the BI Guy' on it? (I'm openly bi, and i still get asked these questions by people who KNOW i'm bi. It's really annoying)
    2) have you ever seen the Arch? (I live in St. Louis, and everytime someone finds that out, they ALWAYS ask. and just so you know, you can see the Arch from just about EVERY part of St. Louis)
    3) why is your hair so curly? (seriously? it's called genetics)
    Posted in: General Off Topic
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