• 0

    posted a message on Touhou Items Mod [Version 2.90.1] [June 4/2016] [Check the 32nd Page]
    Quote from Foxigam1»

    it would be cool if this mod was server compatible (idk if it is) and you can make your own spells like how you make danmaku on the danmakufu player thing xd


    I think it's compatible, or at least it was last I checked.

    As for making your own spells, you CAN do that, as the modder has released a modding API for this purpose. However, you would have to know some things about Minecraft Modding beforehand. I can't remember where it was posted, but there was an example spellcard up here somewhere you could use if you wanted to try it. I don't think anyone has ever tried to create a new spellcard though.
    Posted in: Minecraft Mods
  • 1

    posted a message on Tainted Magic
    Quote from RichardMV»

    The author might come back to it, or they might want to pass the mod on to another individual developer who they trust (rather than opening it up to everyone). If they don't want to make it open source right now, I'm sure they have a good reason. Which brings me to...

    If they do that, the mod is basically no longer in their control. Anyone can make changes, and several users could decide to take it in a bunch of different directions. Open source is great for when a mod author is completely finished working on a mod and wants to give it to the community so someone can continue development; if YorkeMC intends to come back to the mod in the future and do a bit more work, that will be tough if a bunch of other users have made changes.

    A bit late, but that isn't necessarily true. Assuming they used something like github, while it's true that anyone could PROPOSE changes (or maybe not even that, I think there's an option to limit the people who can contribute to team members or similar), they wouldn't actually be able to truly change the mod itself without the author's permission. They would still have complete control over the mod. Of course, anyone CAN view the source code itself (that's the definition of open source after all), it's just that not everyone would be able to edit.

    Just wanted to get that in, as I thought this info might be useful.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Robijnvogel»

    You could at least try updating to the latest version of Thaumcraft before posting here. :P
    You have 5.1.6
    The latest is 5.2.4


    Oh, oops, sorry about that. I thought I WAS on the latest version since it's been so long since Thaumcraft updated. I must have gotten my Thaumcraft version downloaded earlier than I thought. I'll update right away! Thanks!

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    hm, I keep getting this error seemingly randomly:



    ---- Minecraft Crash Report ----

    WARNING: coremods are present:
    thaumicinfusion (ThaumicInfusion-Hotifx-1.8.9-4.72.jar)
    DCLoadingPlugin (DummyCore-2.1.189.12.jar)
    ThaumcraftLoader (Thaumcraft-1.8.9-5.1.6.jar)
    CoreXU2 (extrautils2-1.8.9-alpha-0.0.2.jar)
    CCLCorePlugin (CodeChickenLib-1.8-1.1.2.139-universal.jar)
    Contact their authors BEFORE contacting forge

    // I just don't know what went wrong :(

    Time: 10/2/16 2:20 AM
    Description: Exception ticking world

    java.lang.IllegalArgumentException: Cannot get property PropertyEnum{name=type, clazz=class net.minecraft.block.BlockPlanks$EnumType, values=[oak, spruce, birch, jungle, acacia, dark_oak]} as it does not exist in BlockState{block=thaumcraft:sapling, properties=[stage, type]}
    at net.minecraft.block.state.BlockState$StateImplementation.func_177229_b(BlockState.java:137)
    at rtg.util.SaplingUtil.getMetaFromState(SaplingUtil.java:12)
    at rtg.event.EventManagerRTG$SaplingGrowTreeRTG.saplingGrowTreeRTG(EventManagerRTG.java:270)
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_101_SaplingGrowTreeRTG_saplingGrowTreeRTG_SaplingGrowTreeEvent.invoke(.dynamic)
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:49)
    at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
    at net.minecraftforge.event.terraingen.TerrainGen.saplingGrowTree(TerrainGen.java:56)
    at thaumcraft.common.blocks.world.plants.BlockSaplingTC.generateTree(BlockSaplingTC.java:71)
    at thaumcraft.common.blocks.world.plants.BlockSaplingTC.grow(BlockSaplingTC.java:65)
    at thaumcraft.common.blocks.world.plants.BlockSaplingTC.func_180650_b(BlockSaplingTC.java:51)
    at net.minecraft.block.Block.func_180645_a(Block.java:431)
    at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:431)
    at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:221)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:690)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:605)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:152)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:481)
    at java.lang.Thread.run(Thread.java:745)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at net.minecraft.block.state.BlockState$StateImplementation.func_177229_b(BlockState.java:137)
    at rtg.util.SaplingUtil.getMetaFromState(SaplingUtil.java:12)
    at rtg.event.EventManagerRTG$SaplingGrowTreeRTG.saplingGrowTreeRTG(EventManagerRTG.java:270)
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_101_SaplingGrowTreeRTG_saplingGrowTreeRTG_SaplingGrowTreeEvent.invoke(.dynamic)
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:49)
    at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
    at net.minecraftforge.event.terraingen.TerrainGen.saplingGrowTree(TerrainGen.java:56)
    at thaumcraft.common.blocks.world.plants.BlockSaplingTC.generateTree(BlockSaplingTC.java:71)
    at thaumcraft.common.blocks.world.plants.BlockSaplingTC.grow(BlockSaplingTC.java:65)
    at thaumcraft.common.blocks.world.plants.BlockSaplingTC.func_180650_b(BlockSaplingTC.java:51)
    at net.minecraft.block.Block.func_180645_a(Block.java:431)
    at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:431)
    at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:221)

    -- Affected level --
    Details:
    Level name: The Wild World
    All players: 1 total; [EntityPlayerMP['yoshiquest01'/139, l='The Wild World', x=-1071.32, y=67.00, z=831.26]]
    Chunk stats: ServerChunkCache: 856 Drop: 0
    Level seed: -935696750238834770
    Level generator: ID 06 - RTG, ver 0. Features enabled: true
    Level generator options:
    Level spawn location: -48.00,67.00,-64.00 - World: (-48,67,-64), Chunk: (at 0,4,0 in -3,-4; contains blocks -48,0,-64 to -33,255,-49), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
    Level time: 978669 game time, 1064386 day time
    Level dimension: 0
    Level storage version: 0x04ABD - Anvil
    Level weather: Rain time: 43705 (now: false), thunder time: 38517 (now: false)
    Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true
    Stacktrace:
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:690)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:605)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:152)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:481)
    at java.lang.Thread.run(Thread.java:745)

    -- System Details --
    Details:
    Minecraft Version: 1.8.9
    Operating System: Mac OS X (x86_64) version 10.11.6
    Java Version: 1.8.0_74, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 346651976 bytes (330 MB) / 969777152 bytes (924 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    IntCache: cache: 0, tcache: 0, allocated: 9, tallocated: 61
    FML: MCP 9.19 Powered by Forge 11.15.1.1902 21 mods loaded, 21 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.8.9-11.15.1.1902-1.8.9.jar)
    UCHIJAAAA Forge{11.15.1.1902} [Minecraft Forge] (forge-1.8.9-11.15.1.1902-1.8.9.jar)
    UCHIJAAAA ExtraUtils2{1.0} [ExtraUtils2] (extrautils2-1.8.9-alpha-0.0.2.jar)
    UCHIJAAAA JEI{2.28.18.186} [Just Enough Items] (jei_1.8.9-2.28.18.186.jar)
    UCHIJAAAA abyssalcraft{1.9.3-pre-1} [AbyssalCraft] (AbyssalCraft-1.8.9-1.9.3-pre-1.jar)
    UCHIJAAAA BiblioCraft{2.0.1} [BiblioCraft] (BiblioCraft[v2.0.1][MC1.8.9].jar)
    UCHIJAAAA Chameleon{1.8.9-1.1.5} [Chameleon] (Chameleon-1.8.9-1.1.5.jar)
    UCHIJAAAA DummyCore{2.1.189.12.} [DummyCore] (DummyCore-2.1.189.12.jar)
    UCHIJAAAA Baubles{1.1.3.0} [Baubles] (Baubles-1.8.9-1.1.3.0.jar)
    UCHIJAAAA intangible{0.0.19} [Intangible] (intangible-1.8.9-0.0.19.jar)
    UCHIJAAAA MapWriter{2.3.13} [MapWriter] (MapWriter-1.8.9-2.3.13.jar)
    UCHIJAAAA oldguns{1.5.2} [Old Guns Mod] (oldguns-1.5.2_exp.jar)
    UCHIJAAAA RTG{1.8.9} [Realistic Terrain Generation] (RTG-1.8.9-1.0.0-snapshot-2.jar)
    UCHIJAAAA AS_Ruins{15.5} [Ruins Spawning System] (Ruins-1.8.8.jar)
    UCHIJAAAA StorageDrawers{1.8.9-2.7.0} [Storage Drawers] (StorageDrawers-1.8.9-2.7.0.jar)
    UCHIJAAAA Thaumcraft{5.1.6} [Thaumcraft] (Thaumcraft-1.8.9-5.1.6.jar)
    UCHIJAAAA thaumicbases{1.4.189.9} [Thaumic Bases] (ThaumicBases-2.1.189.9.jar)
    UCHIJAAAA thaumicinfusion{4.72} [Thaumic Infusion] (ThaumicInfusion-Hotifx-1.8.9-4.72.jar)
    UCHIJAAAA Waila{1.6.0} [Waila] (Waila-1.6.0-B3_1.8.8.jar)
    UCHIJAAAA thaumictinkerer{${version}} [Thaumic Tinkerer] (ThaumicTinkerer-3.0-1.8.9-170.jar)
    Loaded coremods (and transformers):
    thaumicinfusion (ThaumicInfusion-Hotifx-1.8.9-4.72.jar)
    drunkmafia.thaumicinfusion.common.asm.BlockTransformer
    drunkmafia.thaumicinfusion.common.asm.WorldTransformer
    DCLoadingPlugin (DummyCore-2.1.189.12.jar)
    DummyCore.ASM.DCASMManager
    ThaumcraftLoader (Thaumcraft-1.8.9-5.1.6.jar)

    CoreXU2 (extrautils2-1.8.9-alpha-0.0.2.jar)
    com.rwtema.extrautils2.asm.ClassTransformerHandler
    CCLCorePlugin (CodeChickenLib-1.8-1.1.2.139-universal.jar)
    codechicken.lib.asm.ClassHeirachyManager
    codechicken.lib.asm.RenderHookTransformer
    GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
    [DummyCore]: 'Special case ASM modification mods: ''Note, that these mods might not be involved in the crash in ANY WAY!''DummyCore just prints some known mods for a lot of ASM modifications''DummyCore''Thaumic Infusion'
    Profiler Position: N/A (disabled)
    Player Count: 1 / 8; [EntityPlayerMP['yoshiquest01'/139, l='The Wild World', x=-1071.32, y=67.00, z=831.26]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'fml,forge'


    As far as I can tell, it seems to be occurring whenever a sapling (presumably a silverwood sapling, as I have a few outside of my house) tries to grow to a full tree. Thoughts?


    EDIT: This is probably the case, as the game just crashed twice in a row, and when I went outside, 2 of the saplings have grown into trees. It DOES seem to complete the growing process, it just crashes in between.

    Posted in: Minecraft Mods
  • 0

    posted a message on forge-clj: Bringing the Clojure Programming Language into the World of Minecraft

    After a lot of work, forge-clj has been updated to Minecraft 1.8.9! Go check it out now!

    Posted in: WIP Mods
  • 0

    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!

    Hm, it seems that Activated Carbon has no recipe for me. I have EnderIO and CofHCore as for the tech mods. Can you at least tell me what the recipe is supposed to be so I can "fake" crafting it?

    Posted in: Minecraft Mods
  • 0

    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!

    Could you make it so that Galacticraft Air-creating blocks prevent you from suffocating in space?

    Posted in: Minecraft Mods
  • 0

    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!

    I'm just curious: when are you planning the next release? I'm asking because there are some changes on the github I'm interested in getting (*cough*enderio-support*cough*), and am just wondering when it will be stable enough for another release.

    Posted in: Minecraft Mods
  • 1

    posted a message on forge-clj: Bringing the Clojure Programming Language into the World of Minecraft

    Updated forge-clj to Version 0.5.2. I added the ability to make new biomes, and some support for custom Chunk Providers. Unfortunately, I was unable to get a full chunk provider implementation working, due to slowness and general complexity, so if you want to use that, I recommend you make a Java version and reference it from Clojure. And sorry about this update taking so long, I spent a lot of the time trying and failing to reimplement the terrain generator. It's just too performance intensive for Clojure to really handle. I don't think any of the other updates will take this long...


    Next up, I'll move on to start implementing custom dimensions. I don't think this will take too long, hopefully.

    Posted in: WIP Mods
  • 0

    posted a message on forge-clj: Bringing the Clojure Programming Language into the World of Minecraft

    Finally got around to updating THIS thread. I've been using this thread on the minecraft forge forums since I first made this thread. Many new features have been implemented into the API, such as support for GUIs, custom rendering, events, and, uh... a lot of stuff.


    I'm currently working on advanced world generation. This is going slow however, since I have to reimplement Minecraft's Chunk Provider in Clojure (so it's not just a simple copy-paste). I've actually already finished the implementation, and just need to fix the MASSIVE number of bugs present.


    After that's done, support for custom dimensions is planned.


    Oh yeah, and as you might see in the main post, I added tutorials! Very basic ones mind you, there's still a lot that I need to cover in those. But you should be able to use them to implement a simple block and item in Clojure.

    Posted in: WIP Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Not the assets. If you make it public, someone is going to compile and release it.

    Well, I didn't plan on putting the assets themselves on github. Just the code (so people can see how I was able to accomplish this). So this shouldn't be a problem.

    Thanks for the help.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»
    As long as it is never released, even for a private server.


    Would it be fine to release the code on github, but not an actual compiled version?

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Hello, first off, I'd like to say that your mods are amazing. While I could never really get the hang of ChromatiCraft, RotaryCraft is awesome for it's interesting take on progression and power management.


    The reason why I'm writing this though, is that I'm the sole developer of forge-clj, a mod library that brings the Clojure programming language to Minecraft. While I have a test mod to help me test basic things, I've realized that I need something a bit more complex in order to truly test the abilities of my library, and that's why I'm asking this.


    If possible, I'd like to remake a very small portion of RotaryCraft using forge-clj, in order to compare and contrast various aspects within this library. Honestly, I think I'll just end up implementing an engine, a shaft, and a single machine to be powered, but I'd like to use the models and textures in this mod in order to save time. If you don't like this, I'll just stick with what I'm doing right now and use a basic test mod, though I'd like to be able to show uses for it in something more REAL. Again though, I'll leave it up to you.

    Posted in: Minecraft Mods
  • 0

    posted a message on forge-clj: Bringing the Clojure Programming Language into the World of Minecraft

    Updated forge-clj to Version 0.1.0. MASSIVE changes were made, to the point that the mod can actually be used safely for some basic things. View the actual changes on the github page.

    Posted in: WIP Mods
  • 0

    posted a message on Skin Request

    Ok, here's my request (in case you're curious, it's Lumen Celeritas from a series called the Len'en Project):


    Lumen Celeritas


    Use the normal (steve) template for this one (gender is undefined, so I'll just go with the default). The things on their back can be omitted. As for the amulets/sash, they don't have to be detailed at all, just put like black dots on them or something to indicate writting there, though they don't have to be detailed. You can ignore the reeds sticking out as well.


    Thank you for your time.

    Posted in: Skins
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