• 0

    posted a message on [1.2.5] [SMP] [Forge] Modern Warfare - SDK's Mods Reborn (UPDATE IN PROGRESS!)
    By the way, I'll try to answer as many questions here in the comments as I can. Just ask if you need to know something.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] [SMP] [Forge] Modern Warfare - SDK's Mods Reborn (UPDATE IN PROGRESS!)
    Quote from snake1322

    Also. Aidan. It would be nice if you would be allowing me to make an automatic installer for your mod, what install's the mod only into the mods folder.The mod's credit would be go to you, and you coulld put it on the forum. It would be done by C++, and would only work for windows. What do you think?

    Hmm. First of all, thanks for asking first. Would you mind PMing me with the link when you are done, so I can give you an adf.ly link? I'd rather not just give out my mod without one of my links. Thanks.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] [SMP] [Forge] Modern Warfare - SDK's Mods Reborn (UPDATE IN PROGRESS!)
    Quote from Joe_Schmo2840

    Well I hate to say but you need to have at least the grinder block, so that way gunpowder is a little more feasable and if you do not follow sdk's recipes than you wont have the balance that he did in his mod. Also why remove the Scuba Tank?! It was badassery. Im not complaining, your doing this when no one else will and for no charge. Like I previously said Im an avid fan and SDK had the best god damned mod of its kind and I still run a nice 1.6.6 bukkit server with his mods.


    Scuba tank is still included...? Also, I'll add the Grinder soon, I was just having trouble with texture indexes.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] ModernTech - An Unofficial Continuation of TheThirdMike's mods.
    Quote from 2Rhettz

    aidancbrady, first off, thanks for picking up the torch on this mod, this was one of my favorites.

    I have a question. Your download for the mod only has the Singleplayer files in it. Are the files for SMP not added yet or is there something I need to do to be able to play it on SMP? Also, is the entire mod SMP ready? I remember the vehicles and a few other parts of thirdmike's mods were still only for SSP the last time I had looked at them. Thanks in advance.

    Edit: I've just tried it out in Singleplayer. It works great, but the vehicles are a little buggy on their controls and the steel frame block makes the other blocks around it invisible when you're looking through the steel frame block. For instance, if you put just a steel frame block on the ground you'll be able to see down into the earth. If you put it next to a tree, you'll be able to see through the tree block behind it.


    Fixed for update v1.0.1, expect update soon.
    SMP wise, it's still buggy...I'll have a beta release out soon
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] ModernTech - An Unofficial Continuation of TheThirdMike's mods.
    Quote from MineHippie

    It's awesome that you updated these. Modern Tech was great. I have two questions though.

    1) I'm pretty sure ThirdMike isn't around much any more. But did you at least attempt to try to get permission? He's very busy with that pesky real life stuff. So I'm sure he'd give permission.

    2) And, are you going to continue development? I'd love to see some buildcraft compatibility. Like the being able to convert oil to gas and the like. Maybe some planes or some other modern equipment.

    Regardless, thanks for the update.


    You know, he hasn't been online since May, so no, I haven't gotten his approval. He DOES have the source code though, and I told him everything I did.

    Expect a buildcraft update soon! That's on the top of my list.

    -aidancbrady
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] [SMP] [Forge] Modern Warfare - SDK's Mods Reborn (UPDATE IN PROGRESS!)
    Quote from Ghaz-ranka

    Would you be so kind to port your mod to bukkit smp. All the people at MCPC either cant figure out how to fix the bugs they create when they port or are to busy to take the time to port it correctly.

    Yeah, about that... If I have free time I will see what I can do.
    -a
    Posted in: Minecraft Mods
  • 9

    posted a message on [1.2.5] ModernTech - An Unofficial Continuation of TheThirdMike's mods.
    ModernTech 1.0.0

    Introduction

    TheThirdMike's mods have been around for a LONG time, and have been regarded as some of the best, most powerful Minecraft mods. I, however, just learned about them. Sadly, reading through their post, I realized they were severely outdated -- the latest version was for v1.1. I pushed myself to update all the mods, combine them, and give them to you guys for version 1.2.5. Yes, it has all the features -- the humvee, semi-truck, etc... I plan to keep this updated until TheThirdMike takes back over.

    A Quick Notice
    This is TheThirdMike's mod. All credit goes to him, for the textures, sounds, and ideas. I have sent him the source code, and no, you may not have it for your own mod.

    Update Log
    1.0.0
    *Combined all mod_* class files into one, just how I like it :)
    *Put all texture indexes into a single image.
    *Converted entire mod over to ForgeML. Only other mod required is AudioMod, which won't be required for long.
    *Removed 'icons[],' unnecessary and useless in my opinion.
    *Fixed several bugs that perhaps TheThirdMike did not see himself ;)

    Screenshots





    Features

    ModernTech combines all of TheThirdMike's mods, excluding CastleGates. Everything is combined into a single mod, making the installation a lot easier for you guys. Now, if you've never heard of this mod or it's features, you're missing out. I'll just say a mixture of BuildCraft and Flan's mods. Click here to learn more.

    Download

    Get this first...
    Forge v3.3.8 (Latest)

    And here's the mod for both SSP and SMP.
    ModernTech (Forge) v1.0.0 [1.2.5]

    Installation
    INSTRUCTIONS:

    ***
    I expect you to have already installed Forge 1.2.5.
    ***
    There will be three files:
    1. ModernTech
    2. Resources
    3. DotMW.cfg

    PC:
    AFTER INSTALLING FORGE:
    Click on the 'Start' menu, and click run. In run, type in, "%appdata%". From there, locate the .minecraft folder, and open the folder called "mods." If it doesn't exist, just create it. Now, place the "ModernTech" folder directly into "mods." Back out of this and get back to your '.minecraft' folder. You hopefully have a folder called 'config,' if not, just create it. Put the 'DotMW.cfg' file inside of it. The last step is to install the sounds. Inside of '.minecraft,' find the 'resources' folder. Put the 'mod' folder, located in 'Resources,' into the folder. You can close out of all these windows now. Run the game and you should be good to go!
    ***
    Mac:
    AFTER INSTALLING FORGE:
    In finder, on the top toolbar, click on the 'Go' drop-down menu and then click 'Go to Folder.' In that text box, type in "/Users/<username>/Library/Application Support". Please note to type in your computer's username in the place where I said '<username>'. From there, locate your 'minecraft' folder, and after opening it find the folder called "mods." If it doesn't exist, just create it. Back out of this and get back to your 'minecraft' folder. You hopefully have a folder called 'config,' if not, just create it. Put the 'DotMW.cfg' file inside of it. The last step is to install the sounds. Inside of 'minecraft,' find the 'resources' folder. Put the 'mod' folder, located in 'Resources,' into the folder. Now, place the "ModernTech" folder directly into "mods." Yay, you're finished! Close out of all these windows now, and run Minecraft. You should be good to go!

    NOTE:
    Be sure to not place the mod's folder's contents into "mods," place the entire folder in itself.
    ***
    THIS MOD WORKS WITH ALL MODS I HAVE TESTED IT ON.
    If a mod is INCOMPATIBLE with ModernTech, PM me with it's name.

    If it doesn't work, please contact me at [email protected]

    Thank you for installing!
    Posted in: Minecraft Mods
  • 1

    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Quote from AlphaCheeseGuy16

    First? Very interesting mod, I'll download it! It seems like it will work well in collaberation with gemcraft because all of those are below diamond tier and i'm guessing obsidian is above diamond tier :P thanks for making this (: :Diamond:

    Edit: are the tools enchantable?

    As of version 3.1.5, yes, they are. Thanks, by the way! Please tell me if you have any ideas.
    -aidan
    Posted in: Minecraft Mods
  • 107

    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Mekanism v8

    Mekanism v9

    Over two million downloads!

    Introduction


    Mekanism is an independent tech mod that brings low, mid, and high tier machinery to Minecraft. The mod doesn't have an actual goal, and you'll understand this when you see all the random content Mekanism contains, from jetpacks to balloons. However, I can assure you that you'll notice all the content blend together as you get to know the mod better!


    Mekanism uses a tier-based system when organizing several of its core features, including Energy Cubes and Factories. There are four tiers: basic, the simplest tier, advanced, the second-most basic tier, elite, the second-most complex tier, and ultimate, the most complex tier. You can upgrade tiers by placing the component in a crafting grid and surrounding it with the necessary resources for the next upgrade (I recommend NotEnoughItems!).


    By the time you've been using Mekanism for a while, you'll have a near-instructible suit of Obsidian Armor, be obtaining four ingots for each ore you mine, have the ability to fly wherever you want with the hydrogen-powered jetpacks, and have a cute robotic friend following you around while you mine. :)


    Features

    Compatibility Compatibility comes first. While Mekanism will run just fine alone, I have spent so very long adding in integration to make Mekanism seem like it blends in perfectly when you have other mods installed. Whether you are powering my machinery with EU, RF, MJ or whatever it is, they will work. IC2 and TE recipes are implemented in my respective machines, and just about everything else will work as well. I like to think of this as one of Mekanism's best features.

    Ore Processing Mekanism features an extremely advanced, extensive ore processing system. From simple machines used to process ores into ingots electronically, to complex chemical-based ore injection used to gain four ingots for every ore mined, Mekanism covers basic smelting, as well as 2x, 3x, and 4x duplication. All machines have configurable input and eject sides, allowing you to have complete control over how you want to manage your machinery. Mekanism also features the Combiner, which allows you to recreate the ores you've already processed.

    Here's a cool picture of an automated ore processor I set up (using purely Mekanism) that can create four ingots for every ore.

    Factories Although this really belongs in the "Ore Processing" section, Factories are just too cool to be mixed together with other content. Mekanism introduces the concept of "factories," which are multi-operation machines that can process multiple stacks of ores simultaneously. In a single machine, you can be smelting several stacks of ore into ingots, enriching several stacks of ores into dusts, or crushing several stacks of cobblestone into gravel. The Factories follow base Mekanism tiers, with the Basic Factories processing three stacks at once, the Advanced Factories processing five stacks at once, and the Elite Factories processing seven stacks at once. In other words, the Factory can be seen as seven machines in one in it's elite tier.

    Here's a screenshot of an Elite Factory interface; it's too awesome to not show off.

    Ores All Mekanism ores have configurable spawn rates and disable options in the config (Mekanism.config). It's pretty self-explanatory.

    Mekanism is founded off the resource "Osmium" which generates pretty commonly at any Y level below 60. Osmium can be used to create tools and armor, but it is primarily used in the makings of machinery. If you have NEI, you'll see that you really can't do much without Osmium.

    Mekanism also generates Tin and Copper, both of which can be easily disabled (and I'm assuming many people will since 99% of mods have their own form of tin and copper).

    Armor and Tools Mekanism brings five new sets of armor and tools to the table, as well as the ever-famed Paxel (an all-in-one tool).

    However, as Mekanism is a "tech mod," it has to have some cool techy gadgets. The Atomic Disassembler is an expensive, electronic multi-tool that can be set to mine at different speeds. The Walkie Talkie is a super fancy device that allows for SMP-based voice chat. Can't forget the Jetpack and Scuba Mask/Tank combination (which don't need a description).

    Here are a few pictures that highlight the Jetpack and the Scuba Mask - note the Walkie Talkie in the second picture.

    Robit A cute little electronic robot that will follow you around and collect item drops for you. He also serves as a portable furnace, workbench, anvil, chest, and spirit lifter.

    Here's a screenie.

    Mining Mekanism introduces the "Digital Miner" - an automated mining machine that can sort through terrain and pick out the resources you specify. It uses a filter-based system, and will then go through the range you specify and mine the blocks it needs to. It can be configured with ItemStack-based filters, which will check to match the block ID and metadata of the blocks it mines with the stack you define in the filter, and OreDict filters, which allow you to only mine blocks with certain flags registered in the Ore Dictionary. You can find OreDict keys of items and blocks by using the Dictionary, a handy tool Mekanism provides. Examples of OreDict keys below:
    • oreDiamond: all blocks registered as Diamond Ore will be mined.
    • *Gold: all blocks with an OreDict key that ends with "Gold" will be mined.
    • ore*: all blocks with an OreDict key that starts with "ore" will be mined (note this will mine just about all ores under the surface).
    You can also configure the miner to replace the blocks it mines with a block defined in it's interface. I will warn you now, this beast uses a lot of energy.

    Here's a screenshot of the Miner itself as well as it's Config interface. Note the ItemStack and OreDict filter in the interface. She's a beaut, eh?

    Dynamic Tanks Dynamic Tanks are the best of both worlds: whatever is in between Multi-Tanks and Iron Tanks. These are multiblock tanks that can be shaped as any rectangular prism (capping at 18x18x18). Use Dynamic Glass, Dynamic Valve, and Dynamic Tank blocks to create a tank fit for you! :)

    Here's a screenshot of a 4x4x4 Dynamic Tank.

    Transmitters Mekanism features ways of transmitting items, fluids, gasses and energy from once place to another, devices we call "transmitters." Transmitters all have some similar characteristics, and these are as follows:
    • Transmitters (excluding the Logistical Transporter) will not function when powered by a redstone signal.
    • All transmitters seamless work with Forge Multipart.
    • Excluding the Logistical Transporter which obviously behaves differently, transmitters hold buffers that are dependent upon how many transmitters are in the network. For example, if you have two Universal Cables connected together, your network will have a capacity of 20 KJ.
    • All transmitters look really cool.
    Here is some information on each individual transmitter:

    Universal Cable: Capable of transferring, well, universal energy from one place to another. These guys are super fancy and can be configured on their sides to behave differently.

    Pressurized Tubes: Capable of transferring gasses from one place to another.

    Mechanical Pipes: Capable of transferring fluids from place to another. These guys are a feat of rendering, they look way cool.

    Logistical Transporters: Capable of transferring items and blocks from one place to another. These function identically to RedPower tubes, and have a fully-implemented color-coded sorting system.

    Here's a screenshot of all the current Mekanism transmitters.

    Sorting: Don't lie, you miss RedPower. Everyone does. For me, the biggest hit was the loss of the Pneumatic Tubes, which were the core of my sorting systems until development stopped. Well I did my best to replace them, and with it I've created a system possibly even better than RedPower had. Here are some of the features:
    • Color-coded transporters without the need of dyes. Just shift-right click with a Configurator.
    • Sort items based off the same principles implemented in the Digital Miner, but with even more features.
    • Round-robin sorting to equally distribute your items.
    • Configure Mekanism-based machines to only input items with specific color tags, and output items with other color tags.
    • Designed efficiently using an advanced A* pathfinding algorithm.
    • Use the Restrictive Transporter to create path restrictions, and the Diversion Transporter to set up your sorting networks with redstone logic.
    • Configure Logistical Transporters to automatically take items out of connected inventories without using an ejector of some kind.
    • Watch beautifully-rendered items and color tags flow through your transporters.
    Below is a screenshot demonstrating the tip of the iceberg of what Mekanism's sorting can do. Like the storage things? They're Bins, come with Mekanism free of charge ;)

    Other things I wanted to put here Mekanism's Bins, also known as "complete ripoffs of Factorization Barrels" by some, are actually really cool (and in my opinion unique) devices. Not only do they serve as barrels do, but they work as portable storage units. Upon breaking them, they maintain their contents, and you can retrieve them as items by simply placing them in your crafting grid. You can then take individual stacks of items out of the Bins, and put them back in by combining a Bin and another stack in your crafting grid.

    Balloons. You heard me.

    Energy Cubes are also cool. Aside from just looking awesome, they serve as universal power converters in their block form. Even cooler, they keep their energy when broken, and work as batteries.I'm done writing here, but this barely touches what Mekanism can do. Trust me, you'll find Mekanism satisfactory. You're gonna like the way your Digital Miner looks, I guarantee it.

    Wiki


    Mekanism has its very own wiki! Please contribute if you know anything at all about the mod.


    Official Mekanism Wiki!


    Source Code & Modpacks


    Mekanism is under the MIT license, giving you, as a user or developer, near-absolute rights to my mod. This means you can go through my source code and learn from it yourself, even take some of its code and use it in your own public works. This means that I encourage modpack owners to use Mekanism in their packwithout asking me. It's annoying to approve every single owner's modpack request, and I honestly may just say no if you send me a PM asking. If you need proof, just link this page.


    View Source on GitHub!


    Please submit pull requests if you have any ideas for my mod. This is the easiest way for me to add new features. 99% of the time I will put your code into my mod!


    Download


    Mekanism now has its own website, hosted by GoDaddy and based in WordPress. Kudos to Tyrantelf (IonGaming) for hosting my build server at a great price.


    Download from Official Site!


    Other Things


    I have a blog! :) Please check it out if you're interested in knowing what I'm up to, I try to update it as often as I can!


    If you want to get in contact with me, IRC is the best way! Mekanism's channel is pretty obvious: #mekanism, irc.esper.net.


    Due to popular demand, I have included a donate button below. I pay about $20/month for website and server hosting, as well as an additional yearly fee to keep my domain name. All donations are greatly appreciated, and if you include a message with your username on any donation over $5, you'll get your very own MekaCape™ :)


    Donate!


    Also...

    Stalk me on twitter!


    Thanks for reading!

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] [SMP] [Forge] Modern Warfare - SDK's Mods Reborn (UPDATE IN PROGRESS!)
    Quote from Penguinator

    I am working on getting all of the recipes for this rendition of SDK's Guns into the thread. Just have some patience.

    Just so you know, ammo recipes are the same as they were in SDK's Guns. The recipes for the ammo can be found on the front page of SDK's Mods thread. Things that also have the same recipes as SDK's Guns are as follows:
    - Ammo
    - Telescope
    - Wooden handle
    - Metal handle
    - Scope (for rifle)
    - Grappling hook
    - Rope



    One can catch more flies with sugar than salt. I am working on posting a recipe list to this thread. Aidancbrady may even upload it to the front page if I do a decent enough job of it, which I also plan on doing.

    As said above, ammo has the same recipe as SDK's Guns.

    As I am at work, I am unable to post the item IDs. But I will do so as soon as I get home. If you want, you can download and install a program called 'Cavaj'. Then just open the main .class file for the mod and find the item IDs and their crafting recipes in there.



    Spawners are not yet available in this rendition of SDK's Guns. There has been no mention of an ETA for spawners by aidancbrady yet either.

    Thanks for clearing that up for me. Because there are over 50 recipes, and many are new, I'm not going to be able to post them all to the front. If you finish that yourself I'd be glad to add it to the front.

    In the meantime, to clear everything up, I don't currently plan on adding plaques back in. My goal was to remake SDK's mods, and that involves both adding features and removing features. Hopefully you guys will understand.

    -aidancbrady
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] [SMP] [Forge] Modern Warfare - SDK's Mods Reborn (UPDATE IN PROGRESS!)
    Quote from A101A

    Firstly :Diamond::Diamond::Diamond::Diamond::Diamond::Diamond::Diamond::Diamond::Diamond::Diamond: to you for continuing on SDKs work - I have all ways wanted someone to continue this awesome mod as SDK's updating history has allways been a bit scetchy

    Secondly could I ask what new features/item that are next going to be added in the next update? - I understand that 1.3 is going to be a long time of a mod outdated-ness but will you want to continue updating a 1.2.5 version or proritise an quicker 1.3 release?

    Thanks. I'll update it the second Forge 1.3 comes out.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.2.5] [SMP] [Forge] Modern Warfare - SDK's Mods Reborn (UPDATE IN PROGRESS!)
    Quote from mrgreaper

    tested on smp
    latest forge (152)

    guns are makeable
    guns make gun sound effect
    guns aggro what ever you aim at
    guns do no damage
    guns have no animation of hit or sound effect of colision

    atvs are craftable
    riding an atv works client side only upon disembarking you are teleported to where you got on, for all other players you seem not to move

    scubba tanks are craftable
    scubba tanks top up your air (possibly client side only?)
    you still drown
    havent tried turrets yet

    ok i come across a bit arseie on that, not my intention

    heres a video i have made better describing the issue



    Thank you so much for that. I can tell you a few things...

    1. The scuba tank does glitch a lot, and I think it has something to do with Client/Server handling.
    2. Guns not working after a while -- mixture of glitchy Forge entity handling AND your processor. Should be fixed after 1.3
    3. ATV is not my problem, it worked fine in ModLoaderMP, must be something wrong with Forge. Not sure why that would be happening.
    4. Turrets work fine, tested.

    Thanks a bunch!

    -aidancbrady
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*
    Would like to clarify a few things here for all of you guys.

    1. SDK has unofficially stated that he would like to continue the mod for 1.3.
    2. There is a way to get this mod for 1.2.5, and it is being actively developed by me. I've already added in new features, and fixed bugs that SDK had in his previous release. It will remain unofficial until SDK says he is done with his mod. Link: Click Here
    3. The mod has been ported to both ModLoaderMP and ForgeML by me, so no sprite errors anymore. Note ForgeML server is buggy, so entities are still glitchy.
    4. Some nice dude ported my continuation over to Bukkit. You can see it here.
    5. I plan to update this addition of SDK's mods until he either says not to, or updates his mod to the latest release. Note that my continuation is written in my own code, with some of my textures and his. Yes, I followed his terms.

    Hopefully this will be quoted enough for people to realize that this mod isn't dead. Because it's not. I'm working as hard as I can to prevent that.

    -aidancbrady
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] [SMP] [Forge] Modern Warfare - SDK's Mods Reborn (UPDATE IN PROGRESS!)
    Update: Bugfixes
    *Fixed bug where pressing 'I' while not in ATV crashes game. [Forge]
    *Fixed bug where packets stop working [Forge]
    *Code cleanup [Forge]
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] [SMP] [Forge] Modern Warfare - SDK's Mods Reborn (UPDATE IN PROGRESS!)
    Quote from Krotonguy

    Failed to run it on a server:



    [INFO] Starting minecraft server version 1.2.5
    [INFO] Forge Mod Loader version 1.0.0.74 for Minecraft 1.2.5 loading
    [FINE] Attempting to load mods contained in the minecraft jar file and associated classes
    [FINE] Minecraft is a file at C:\Users\utente\Desktop\Fraps\MC\server\minecraft_server.jar, loading
    [FINE] Found a mod class mod_MinecraftForge in file minecraft_server.jar, attempting to load it
    [FINE] ModLoader BaseMod class mod_MinecraftForge found, loading
    [FINE] ModLoader BaseMod class mod_MinecraftForge loaded
    [FINE] Mod class mod_MinecraftForge loaded successfully
    [FINE] Minecraft jar mods loaded successfully
    [INFO] Loading mods from C:\Users\utente\Desktop\Fraps\MC\server\mods
    [FINE] Found a directory ModernWarfare, attempting to load it
    [FINE] Found a mod class mod_ModernWarfare in directory ModernWarfare, attempting to load it
    [FINE] ModLoader BaseMod class mod_ModernWarfare found, loading
    [FINE] ModLoader BaseMod class mod_ModernWarfare loaded
    [FINE] Successfully loaded mod class mod_ModernWarfare.class
    [FINEST] Recursing into package uberkat
    [FINEST] Recursing into package uberkat.coffee
    [FINEST] Recursing into package uberkat.obsidian
    [FINEST] Recursing into package uberkat.war
    [FINE] Directory ModernWarfare loaded successfully
    [INFO] Forge Mod Loader has loaded 2 mods
    [FINE] Beginning mod pre-initialization
    [FINER] Pre-initializing C:\Users\utente\Desktop\Fraps\MC\server\minecraft_server.jar
    [FINE] Reading existing configuration file for mod_MinecraftForge : mod_MinecraftForge.cfg
    [FINEST] Configuration for mod_MinecraftForge.SPAWNER_ALLOW_ON_INVERTED found values default: true, configured: true, interpreted: true
    [FINE] Configuration for mod_MinecraftForge written to mod_MinecraftForge.cfg
    [FINER] Pre-initializing C:\Users\utente\Desktop\Fraps\MC\server\mods\ModernWarfare
    [FINE] Configuration for mod_ModernWarfare written to mod_ModernWarfare.cfg
    [INFO] [Modern Warfare] Created 'war.properties' configuration file.
    [INFO] [Modern Warfare] Properties loaded.
    [SEVERE] Unexpected exception
    java.lang.NoSuchMethodError: ModLoader.getUniqueSpriteIndex(Ljava/lang/String;)I
    at mod_ModernWarfare.addItems(mod_ModernWarfare.java:999)
    at mod_ModernWarfare.<init>(mod_ModernWarfare.java:170)
    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 cpw.mods.fml.server.ModLoaderModContainer.preInit(ModLoaderModContainer.java:74)
    at cpw.mods.fml.common.Loader.preModInit(Loader.java:201)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:528)
    at cpw.mods.fml.server.FMLServerHandler.onPreLoad(FMLServerHandler.java:119)
    at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:155)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:411)
    at dn.run(SourceFile:492)

    Use the latest version of Forge, it should work for you.
    Posted in: Minecraft Mods
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