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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Terethien

    When you say you installed all your mods with MCPatcher, I hope you don't mean Mo'Creatures too. It's got a special installation that definitely has to be followed, or it's not going to work.

    yea i had messed with it a bit and moved the mod folder mo, creatures out so i could mc patcher it, i recently redid my whole minecraft folder tho so i'm not 100% sure the sounds dont work at the moment, but i'm just going to guess they don't not much difference in what i've done previously but this time i installed all the mods by hand, and theres only one copy of the sounds in .minecraft/resources/mod/sound, should i just move all the sound files into the already existing sound folder directly in resources, i had both places covered last time i installed them.

    edit: just punched one of my goats its not fixed.

    also tryed turning my music up all the way and doing it again, also failed to get any sounds from anything.

    ah i see why MCPatcher wouldnt work for the Mo'Creatures.zip in the mods folder inside the mod zip, that one is missing the mod_mocreatures.class

    but whats the point in having both the mod files and the mod folder's zip file that are almost exact duplicates, from what i'v seen installing them both causes problems and installing the one thats just a folder full of files causes problems as well wile the .zip that you toss in the mods folder works perfectly, tho its lacking sound on my side.

    ok think i may have found what i was doing wrong, looked at the readme again and i guess the mo creatures folder just goes directly into the .minecraft folder with the other stuff put in its locations in the mod and res folders.

    testing to see if the sound works now.

    nope, still no sound at all from the Mo'Creatures mobs.
    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 Terethien

    If you still can't get it working after you've done that, post what other mods you have here and I'm sure someone will spot a conflict if there is one

    i duno how anything could conflict besides mod loader and optifine which have the same file tho optifine's duplicate is just like mod loader's with a lil extra stuff, i used mc patcher to install all of my mods and it tells me what conflicting files there are.

    mods i'm useing are as follows,
    mod loader
    Rei's Minimap
    Done button mover
    smart moving (and its requirement "player api")
    this mod and all its requirements
    timber mod
    better dungeons (it states in the mod's main page it is compattable with this)
    and optifine

    ima go through and freshy reinstall everything to make sure its all in the right place.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    k i'll delete the rest of the not in my resources folder ones and keep that one, i was making so many of them in hopes that one would work at least but it failed sadly, might have to do with the other mods i have installed but i duno why that would make any difference with the lack of conflicting files.
    also yes i have installed audio mod
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    cant seem to get my sound working, i've got like 5 copies of the sound files all througout my minecraft folder.
    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 Terethien

    In the README after installation


    ah ok thanx, still think they should be posted in picture form in a spoiler on the main post tho.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    where are the crafting recipies? didnt see em on the main post anywhere, looked in all the spoilers too.
    Posted in: Minecraft Mods
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    posted a message on [Adv/ Park] Freak Climber / [WIP/Adv] Freak Raider
    i like how you hid all those diamonds, i found 11 but died.

    well actually 12 but didnt pick one of em up.
    Posted in: Maps
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    posted a message on Smart Moving
    Feature: Climbing along ceilings

    This mod allows climbing along ceilings as long as the ceiling block supports it. Currently only the steel fence block and the closed trap door block support ceiling climbing.

    To start climbing along ceilings hold the grab button when below, but not too far below, the climbable ceiling. To stop ceiling climbing simply release the grab button.

    VVVVVVVVVVVVVVVVV slight messup here

    If wall climbing is also possible when pressing the pressing the grab button, wall climbing will start instead. In this case turn into the direction you want to move to start ceiling climbing.




    great mod, dont like playing without it.
    Posted in: Minecraft Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from potatisjaveln

    um the mod doesn't work with millenaire anymore a get this while trying to start up mineraft:
    Mods loaded: 3
    ModLoader 1.0.0
    mod_HeroesGuild 1.2.1
    mod_Millenaire 2.0

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

    Minecraft has stopped running because it encountered a problem.

    If you wish to report this, please copy this entire text and email it to [email protected]
    Please include a description of what you did when the error occured.



    --- BEGIN ERROR REPORT 40e05c22 --------
    Generated 2011-12-02 17:05

    Minecraft: Minecraft 1.0.0
    OS: Windows Vista (x86) version 6.0
    Java: 1.7.0, Oracle Corporation
    VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
    LWJGL: 2.4.2
    OpenGL: ATI Mobility Radeon HD 4570 version 2.1.8688, ATI Technologies Inc.

    java.lang.NumberFormatException: null
    at java.lang.Integer.parseInt(Unknown Source)
    at java.lang.Integer.parseInt(Unknown Source)
    at mod_HeroesGuild.ReadProperty(mod_HeroesGuild.java:188)
    at mod_HeroesGuild.load(mod_HeroesGuild.java:109)
    at ModLoader.init(ModLoader.java:830)
    at ModLoader.AddAllRenderers(ModLoader.java:186)
    at wb.<init>(wb.java:76)
    at wb.<clinit>(wb.java:9)
    at net.minecraft.client.Minecraft.a(SourceFile:265)
    at net.minecraft.client.Minecraft.run(SourceFile:644)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT d929ed3c ----------
    And i did download the 1.2.2 but it tells that i play with 1.2.1?


    you sure its not "herosguild" cus last i checked this mod was calledtale of kingdoms, not herosguild.


    Quote from nameless023 »
    I'm forced to ask this again:

    View Postnameless023, on 19 November 2011 - 09:30 PM, said:
    So, I've never really used this mod before, but I'm planning on trying it out (along with that Millenaire mod that everyone loves) once it updates to 1.0. However, there is one thing that I need to know before I test this: I know that in order for the Guild to appear a new world is required, but what happens to my old worlds? Do they get affected in any way? And what if I wanted to make a new world without the Guild spawning on it, does the mod have a toggle on world generation or do I have to uninstall the mod -> generate the map -> reinstall the mod for that?


    I really want to try this mod out, but between a fancy mod and the map I've worked so hard on I'd have to choose my map. That's why I need someone to answer this for me...


    pretty sure it has an option setting in generation or has a popup asking if you want to use the mod on a freshy gened world, i know you need the new map for it and you can keep your old map but to get onto it without messing stuff up you'll have to return to your previous mod set, dont log into it otherwise or it will mess stuff up.

    my suggestion would be to backup your minecraft.jar for when you want to get back onto your old world, if your old world is vanilla then it should be fine even if you do log into it with the mod installed, with millionare it might gen a town or mobs that will build on your old map tho.
    Posted in: WIP Mods
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    posted a message on Weekly Content Contest; Moderator Applications
    heh, my birthday is the day after the next post thing opens to take submissions.
    Posted in: Minecraft News
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    posted a message on [1.8.1] Level Up! - RPG Skills & More - Update v1.5.2
    random ideas

    learing, ups your exp gains very slightly per level, makes you get criticals more often i guess per 5 levels
    or switched around cus that would be fine too, or just changed i duno.
    thought a slight exp boost skill would be nice for the higher levels even tho we already get that from our chosen class. i'v never gotten past level 25.

    if there was going to be a stamina/hunger/life type skill it would have to be called endurance, no other name really fits.

    maybe if smp ever comes out make a teacher class, the affect would be that any non teacher nearby slowly gains exp. but never enough to pass the teacher and not fast enough to make it a better way of gain then killing, or even mining/crafting. not really sure how you would go about scripting it tho i think 75% of the teacher's level would be a acceptable highest amount.

    i'd think "athletics" would work with swimming as well if it were to boost your base movement speed and not just your sprint speed, like i duno base speed every 5 levels but a low amount?

    maybe add "acrobatics" for the jump bit of the current athletics, duno what the second bit of it would be tho.
    Posted in: Minecraft Mods
  • 1

    posted a message on Helpful Hints: The Science Behind Enchanting
    View PostXotano, on 25 October 2011 - 02:40 PM, said:
    in the video where it says only 30 of the 32 are posible he is wrong, with a piston door you can put the other 2 in place when you enter the room.


    I think he means that the enchantment table won't count beyond 30 bookshelves, despite if they are placed by pistons. The amount of boosting bookshelves is therefore limited in the algorithm.


    oh yea, i think i was just watching it before and not listening, he said it actually dont count up past 30, i was wrong.
    Posted in: Minecraft News
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    posted a message on Helpful Hints: The Science Behind Enchanting
    in the video where it says only 30 of the 32 are posible he is wrong, with a piston door you can put the other 2 in place when you enter the room.
    Posted in: Minecraft News
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    posted a message on [1.8.1]Tale Of Kingdoms Ver 1.0.5
    Quote from insanejoeperson

    I want to play...but I'm afraid my computer will explode from lag.

    the mod isnt all that laggy on its own really, i'm lagging but thats all from Nature Overhaul
    Posted in: Minecraft Mods
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    posted a message on [1.8.1]Tale Of Kingdoms Ver 1.0.5
    Quote from TyberAlyx



    Tier 3 :smile.gif:

    you mind sending me a copy of the actual save with all the buildings? so i can deconstruct them and give you more resonable prices for the buildings then 5 stacks of cobble and wood each.

    also i'd think the T1 should only need cobble, cus it only adds walls, and T2 should be 5 cobble and a single stack of wood, for repairs to any damaged wood building parts.

    i would be rounding the ending stacks of resources up to the nearest stack and be dividing the planks by 4 before rounding the logs up

    i'm only asking cus i just started a town and i'm already tired of deforesting the map around my castle just so i can build a small house that i counted needs a lil less then 2 stacks of wood, i might be slightly off with the number but it was about 50 logs and 20ish logs worth of planks, also from what i saw only the very bottom floor's walls were made out of a cobble byproduct (smooth stone) which counted out to be less the a full stack, i guess you could count that as 2 if you count the bricks tho those are clay.
    Posted in: Minecraft Mods
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