• 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Can someone post an alternate download link to the latest update? Adfly is completely broken for me (keeps FORCING me to sign up for an internet scam before it will let me continue).
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Ever since updating to the newest version, my craft turns invisible whenever I turn it off. It pops back into existence if I place a place a block on it (or destroy one), though.
    Posted in: WIP Mods
  • 0

    posted a message on Scokeev9's Mods [13 Mods] RegenOres and Machetes for 1.3.2
    The description on BiomeWater was a bit confusing... How can I get it to work with a custom texture (from the painterly pack)?

    Edit: Nevermind, I'm a fool. I got it working.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7] ejhopkins Wild Grass v16.0 updated for Forge
    Hey guys. Love this mod, adds a lot to Minecraft.

    The newest version of the Better Than Wolves mod is incompatible with wildgrass, though, as it adds some conflicting class files. I have no idea whatsoever on how to merge files, so would anyone here be able to help me with a patch? Or at least show me how to make a patch if it's not too difficult?
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!
    How hard would it be to make the newest update compatible with Wildgrass? There are three class conflicts.
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!
    Quote from Barhandar

    It is compatible with WildGrass. At least it should be - older versions and Minecraft Forge don't conflict with it.


    Naw, the update adds some .class files that conflict with Wildgrass' .class files. Specically, the ri, wb, and la classes.
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!
    The update is incompatible with wildgrass, unfortunately. I realllly like wildgrass, but I'm not modder and I doubt anyone will make a patch for it, so I guess I have to say bye bye to the grass.
    Posted in: Minecraft Mods
  • 0

    posted a message on An update for Half Step Insanity?
    Hello there.

    I'm sorry in advance if anyone finds this request rude or offensive.

    Way back in the day, I used to use a mod by Ayutashi (thread Here) called Half Step Insanity, which allowed the Half Step block (now the smooth slab, I suppose) to be transformed into a number of different shapes. This allowed for a lot of cool creative diversity. Ayu has since stopped updating his mods, however, and this particular mod seems to have been dropped by Roundaround as well.

    While there are a lot of mods out now that add extra blocks to decorate with, none seem to give the specific sorts that Half Step Insanity has. If anyone could update this mod to work with 1.7.3 I would be very appreciative.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Smart Moving
    Love this mod. The crawling and climbing is quite fun. One small issue. I have another mod (zipline mod) that adds climbable rope, among other things. Normally, when holding sneak you "grab" the rope and don't move. This mod breaks that function (but is otherwise fully compatible). Any chance that could be fixed, or is it just not possible?
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.7.3] Zipline Mod [SSP][WIP][VC][C]
    Quote from SalinV

    Doubt it helps, but you aren't alone. I've been having the same issue getting this mod to work with MC Extended, with the same Null Pointer Exception Error. Though, I think that has something to do with how Block IDs have extended to 1024, so Item IDs have been shifted above that too. http://www.minecraftforum.net/topic/178110-v173smith-61-mods-minecraft-extended-higher-blockids/

    Idk.

    OP: I love this mod though, it's quite the bit of nice work, and the idea is really something that should be in Vanilla. If I can't figure out how to get this to work with MC Extended, I do not know what I will choose: this mod or all the others.


    Yea, it really is a shame. Right now I have everything half-working because I took out the ID resolver and manually set my block IDs up, but it's a total mess and I can't really put anything new in.
    Posted in: WIP Mods
  • 0

    posted a message on [1.5.1]ID Resolver (Finally updated!)
    First off, love this mod. It's allowed me to use the many mods that I do without a ton of headache.

    That said, I've found an incompatibility with another mod, and I have no idea why as there are no .class conflicts. For some reason, if the ID resolver is installed with the Zipline mod (http://www.minecraftforum.net/topic/435515-v173-zipline-mod-sspwipvcc/) then minecraft will crash on load.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.7.3] Zipline Mod [SSP][WIP][VC][C]
    Aha! I have discovered the source of my crashing issues.

    The Zipline mod is incompatible with the ID Resolver found here http://www.minecraftforum.net/topic/366377-173id-resolver/

    There are no .class conflicts so I have no clue what the issue is.
    Posted in: WIP Mods
  • 0

    posted a message on [V1.7.3] Zipline Mod [SSP][WIP][VC][C]
    I love how this mod looks but I just can not get it to work with my other mods. There are NO .class file conflicts (dragged every last .jar mod I have into the same folder with Zipline, no overwrites_, and I can't seem to isolate the conflicting mod.

    This is my error report, if it helps.

    --- BEGIN ERROR REPORT f505b16c --------
    Generated 03/08/11 8:50 PM

    Minecraft: Minecraft Beta 1.7.3
    OS: Windows Vista (amd64) version 6.0
    Java: 1.6.0_23, Sun Microsystems Inc.
    VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: GeForce GT 220/PCI/SSE2 version 3.3.0, NVIDIA Corporation

    java.lang.NullPointerException
    at iz.<init>(SourceFile:30)
    at iz.<init>(SourceFile:26)
    at ny.<init>(SourceFile:21)
    at mod_zipline.<init>(mod_zipline.java:297)
    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:272)
    at ModLoader.readFromClassPath(ModLoader.java:1104)
    at ModLoader.init(ModLoader.java:812)
    at ModLoader.AddAllRenderers(ModLoader.java:183)
    at th.<init>(th.java:60)
    at th.<clinit>(th.java:9)
    at net.minecraft.client.Minecraft.a(SourceFile:318)
    at net.minecraft.client.Minecraft.run(SourceFile:716)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 6911be0b ----------

    ModLoader says something about "Failing to load from mod_zipline.class"
    Posted in: WIP Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Love the mod, it helps out even an amateur redstone user like myself.

    I've noticed two small issues, however. I'm not sure if you're already aware, so I'll post em anyway.

    First, if any wire is connected directly to redstone and then powered, the system will stay forever powered even when all inputs are silenced (have to remove the redstone to cut the power). You can get around this by feeding the redstone through a repeater before having it touch wire.

    Second, the texture on all the covers faces the wrong way when they're facing up.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][WIP] Microcubes a.k.a Eighth blocks
    I love mods that add more building options like this. Using it already. I only have two things to say:

    1. I think the eighth blocks look a little silly with the full texture of the normal block being put on them. They look to be much higher resolution than normal blocks when placed side by side. This looks awkward. I would recommend making eighth blocks use partial textures depending on where they are placed.

    2. Glitch. If placing micro colored wool blocks beside each other, all of the blocks will adopt the color of the last placed one.
    Posted in: Minecraft Mods
  • To post a comment, please .