• 0

    posted a message on OpenComputers [v1.5.21]
    I just tried making the new tablets, however I can't seem to place them in the disk drive to access their hard drive and when I right click with them it says bo bootable medium found. How are you supposed to access their hard disk? If it is with a disk drive, are they bugged?
    Posted in: Minecraft Mods
  • 1

    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    An unlikely but possible suggestion: Ichorium tools, take the most op tools in history, and make them even more op. :lol:
    Posted in: WIP Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Any ideas for mod compatibility or configuration? With the planitoids worlds I always get mod ores generating in the outer layers of stone planetoids. While I understand it would be difficult to change that, would it be possible to add something like a config file to specify custom planetoids to generate?

    [EDIT] also, can you make your generators use the full 256 block height limit?
    Posted in: Minecraft Mods
  • 0

    posted a message on Applied Energistics 2 - Open Source
    Skystone Meteroite + AMPLIFIED world =

    [EDIT] All it had was 8 gold nuggets. :( Also I need to get a diamond pickaxe.
    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    While playing with interaction between this mod and blood magic I discovered that robots don't register as fake players, nor do they take damage from blocks or items. This lead to infinite life points from blood magic. Can you make it so that if using a block/item would damage the robot that it would drain a substantial amount of energy?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Am I doing this right? ;)

    In my test world I gave an OpenComputers Robot a key of binding to use and an archmage's blood orb on a while true loop. Turns out the robot has his own soul network and when it uses the blood orb, it drains very little energy from the robot but still adds life points to the soul network. The "very little energy" is made up for by 5 redstone engines from buildcraft + the solar upgrade from open computers. This allows me to use tons of sigils and other blood magic items practically infinitely.
    Quote from WayofTime

    Yeah... TT doesn't seem to be following the convention of using FakePlayer. Not my fault, since I check for FakePlayers.

    I guess that's the same thing that I just found with open computers.
    Posted in: Minecraft Mods
  • 0

    posted a message on Non minecraft games through Minecraft launcher
    Hidden in the advanced profile settings is an option that you have likely never touched, the Executable setting. Did you know that by inputting a path to any other executable, you can play games completely unrelated to minecraft. Before attempting this, I would recommend making a dummy version with no parameters and no libraries. To launch any given game, simply replace the executable path to java with the path to the respective game (or steam).

    To launch steam game though Minecraft, set the executable path to point to steam "/usr/bin/steam" on linux, "C:\Program Files (x86)\Steam\Steam.exe" on windows. After that set the "jvm arguments" to "steam://rungameid/game_id" (I would recommend checking the properties of the desktop shortcut to find the game id)

    If it's a non steam game, simply find the executable (with the shortcut properties) and copy-pasta into the executable property and leave the jvm arguments empty (but still checked).

    Have fun using the minecraft launcher as an all purpose gaming launcher. :)
    Posted in: Mods Discussion
  • 0

    posted a message on BlazeLoader - A powerful, lightweight, and easy to use LiteAPI
    Quote from acomputerdog

    Very interesting, if you were to keep a list of mappings for the snapshots then you would have a major bonus to your API.

    That is exactly what it is for! However most of the current system is very outdated and I will be updating it, probably using String compatibility types (with presets such as "ORE", "TOOL", etc.). Another big use of it would be to help large mods work together, for example if two mods try to register an ore processor they can both point "oreProcessor" (or something like it) to their ore processor block/item/TE/whatever. Then whichever mod loads second can see that the "oreProcessor" is already defined by another mod, and can skip loading its own (or even better load it's own as a pointer to the other) and then register it's ores with the other mod's processor.

    I've been waiting for a new snapshot to show this and one has finally been released. The mappings I have so far for 14w17a (released today) are:
    Block anj
    Blocks anp
    Material bfb
    Item agi
    Items agz

    I have verified that these are correct. Thank you JD-Gui
    Posted in: WIP Mods
  • 0

    posted a message on ChickenBones Mods
    On the 1.7.2 versions of CodeChickenCore (rc1) and ForgeMultipart (, whenever I try to place down a cover, my game crashes.
    ---- Minecraft Crash Report ----
    // I blame Dinnerbone.
    Time: 18/04/14 12:17 PM
    Description: Exception in server tick loop
    java.lang.NoSuchMethodError: codechicken.lib.packet.PacketCustom.compress()Lcodechicken/lib/packet/PacketCustom;
    at codechicken.multipart.handler.MultipartSPH$$anonfun$onTickEnd$2.apply(packethandlers.scala:121)
    at codechicken.multipart.handler.MultipartSPH$$anonfun$onTickEnd$2.apply(packethandlers.scala:117)
    at scala.collection.TraversableLike$WithFilter$$anonfun$foreach$1.apply(TraversableLike.scala:772)
    at scala.collection.Iterator$class.foreach(Iterator.scala:727)
    at scala.collection.AbstractIterator.foreach(Iterator.scala:1157)
    at scala.collection.IterableLike$class.foreach(IterableLike.scala:72)
    at scala.collection.AbstractIterable.foreach(Iterable.scala:54)
    at scala.collection.TraversableLike$WithFilter.foreach(TraversableLike.scala:771)
    at codechicken.multipart.handler.MultipartSPH$.onTickEnd(packethandlers.scala:117)
    at codechicken.multipart.handler.MultipartEventHandler$.serverTick(MultipartEventHandler.scala:63)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_198_MultipartEventHandler$_serverTick_ServerTickEvent.invoke(.dynamic)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
    at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:244)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:665)
    A detailed walkthrough of the error, its code path and all known details is as follows:
    -- System Details --
    Minecraft Version: 1.7.2
    Operating System: Linux (amd64) version 3.13.0-24-generic
    Java Version: 1.7.0_51, Oracle Corporation
    Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 390898168 bytes (372 MB) / 848822272 bytes (809 MB) up to 954728448 bytes (910 MB)
    JVM Flags: 1 total; -Xmx1G
    AABB Pool Size: 8143 (456008 bytes; 0 MB) allocated, 4058 (227248 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 15, tallocated: 95
    FML: MCP v9.01-pre FML v7.2.156.1057 Minecraft Forge 33 mods loaded, 33 mods active
    mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    FML{} [Forge Mod Loader] (forge-1.7.2- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Forge{} [Minecraft Forge] (forge-1.7.2- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    AppliedEnergistics2-Core{rv0-alpha-90} [AppliedEnergistics2 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CodeChickenCore{rc_} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    NotEnoughItems{rc_} [Not Enough Items] (NotEnoughItems-1.7.2-rc2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    TConstruct-Preloader{0.1.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BuildCraft|Core{6.0.6} [BuildCraft] (buildcraft-6.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    IC2{2.1.459-experimental} [IndustrialCraft 2] (industrialcraft-2-2.1.459-experimental.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    appliedenergistics2{rv0-alpha-90} [Applied Energistics 2] (appliedenergistics2-rv0-alpha-90.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BiblioCraft{1.6.3} [BiblioCraft] (BiblioCraft[1.6.3][MC1.7.2].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BuildCraft|Builders{6.0.6} [BC Builders] (buildcraft-6.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BuildCraft|Energy{6.0.6} [BC Energy] (buildcraft-6.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BuildCraft|Factory{6.0.6} [BC Factory] (buildcraft-6.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BuildCraft|Transport{6.0.6} [BC Transport] (buildcraft-6.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BuildCraft|Silicon{6.0.6} [BC Silicon] (buildcraft-6.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    EE3{0.2} [Equivalent Exchange 3] (EquivalentExchange3-1.7.2- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Forestry{} [Forestry for Minecraft] (forestry- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ForgeMultipart{} [Forge Multipart] (ForgeMultipart-1.7.2- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    McMultipart{} [Minecraft Multipart Plugin] (ForgeMultipart-1.7.2- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    inventorytweaks{1.57-116} [Inventory Tweaks] (InventoryTweaks-1.57-116.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    IronChest{} [Iron Chest] (ironchest-1.7.2- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Waila{1.5.2_1.7.2} [Waila] (Waila-1.5.2-1.7.2-rc2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    JABBA{1.1.2c} [Jabba] (Jabba-1.1.2c_1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Mantle{1.7.2-114.8c6a5a8} [Mantle] (Mantle-1.7.2-0.2.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    OpenComponents{} [OpenComponents] (OpenComponents-MC1.7.2- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    OpenComputers|Core{1.0.0} [OpenComputers (Core)] (OpenComputers-MC1.7.2- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    OpenComputers{} [OpenComputers] (OpenComputers-MC1.7.2- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    PneumaticCraft{1.1.5} [PneumaticCraft] (PneumaticCraft-1.1.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    TConstruct{1.7.2-1.6.0.jenkins438} [Tinkers' Construct] (TConstruct-1.7.2-1.6.0.a11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    TMechworks{1.7.2-45.cdf8e37} [Tinkers' Mechworks] (TMechworks_mc1.7.2_0.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    TwilightForest{2.0.3} [The Twilight Forest] (twilightforest-1.7.2-2.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ForgeMicroblock{} [Forge Microblocks] (ForgeMultipart-1.7.2- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    AE2 Version: alpha rv0-alpha-90 for Forge
    AE2 Integration: RotaryCraft:OFF, IC2:ON, BC:ON, MJ:ON, RF:OFF, MFR:OFF, DSU:ON, FZ:OFF, Waila:ON, RB:OFF, InvTweaks:OFF, NEI:ON, CraftGuide:OFF, FMP:ON
    TConstruct Environment: Environment healthy.
    Mantle Environment: Environment healthy.
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 1808 (101248 bytes; 0 MB) allocated, 1348 (75488 bytes; 0 MB) used
    Player Count: 1 / 8; [EntityPlayerMP['boomshroom'/295, l='New World', x=242.50, y=65.00, z=258.50]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    It seems to try and find a compress() method. When browsing the source code, it seems to be named compressed() in codechicken lib, while the repo has it named compress().
    Posted in: Minecraft Mods
  • 0

    posted a message on BlazeLoader - A powerful, lightweight, and easy to use LiteAPI
    I'm interested to see how to use the compatibility package, is it for things like providing machine recipes? Like if someone makes an ore processor and another mod makes an ore, the processor mod can register to be notified of ores and the ore mod says that an ore has been registered?
    Posted in: WIP Mods
  • 0

    posted a message on BlazeLoader - A powerful, lightweight, and easy to use LiteAPI
    Quote from big_Xplosion

    Seriously??!! Another ModLoader.

    I was thinking of mentioning it here but decided not to. It was originally supposed to function more of an automatic obfuscation mapping generator and maybe include some loading functionality on the side or alternatively use an existing loader like blazeloader. While it cannot do any actual loading yet, it can generate a text file with some class mappings for classes like Block and Item. I tried hard to make sure I never directly reference a minecraft class. In fact, if compiled, it can even work against the 14w11b snapshot (the latest as of writing this) without recompiling.

    [EDIT] for example, here are the generated mappings for 14w11b:
    Block amq
    Blocks amw
    Material bbs
    Item aga
    Items agi
    Posted in: WIP Mods
  • 0

    posted a message on Dungeon Adventure Generator
    Quote from BinoAl

    Generated this map using mono on Ubuntu 12.10. The files were sent to my Home folder rather than the location of the .exe, but the same thing happens with PlanetoidsV2. The main issue is that rather than creating a folder, it created all the region files, the level.dat, and folders named Dungeon Adventure (What I named the map), Dungeon Adventure\DIM-1, Dungeon Adventure\DIM-1\region, and Dungeon Adventure\region. The region files are all named according to the file structure, such as Dungeon Adventure\region\r.3.0.mca

    Same. Wouldn't mind seeing a mod version. I might try to make one if I could get a hold of the source code, until then, I'll just have to manually clean up my home directory.
    Posted in: Minecraft Tools
  • 0

    posted a message on CraftGuide v1.7.1.1
    Quote from Uristqwerty

    Been working on it. Mojang broke some old code in the process of improving IDs, and Forge broke other things for no clear reason. I have something that works for 1.7.2, though the keybind isn't usable yet, and the item lacks a proper name.

    Haven't tested with IC² or BuildCraft yet, so I expect it'll be done between later today (optimistically) and a week from now (pessimistically).

    To register the key handler:
    FMLCommonHandler.instance().bus().register(new CraftGuideKeyHandler(CraftGuide.defaultKeybind));

    To detect the key press:
    public void keyDown(InputEvent.KeyInputEvent event)

    And check a saved instance of the KeyBinding with kb.func_151470_d() (isKeyDown() or something like that)

    IC^2's api has changed so that needs to be taken into account.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I was using thaumcraft 4.1.0 ( not a or b ) and suddenly I noticed that my items had question marks for their aspects, I check my thaumonomocon and all my research and aspects are gone. Earlier since I updated I still had my research and even infused a pair of essentia mirrors. I tried closing minecraft and restarting hoping that it was an offline problem, but that didn't fix it. I even looked at the save with an nbt editor and no sign of the completed research was found. What should I do? I really don't want to re-research ichor. I'm using the direwolf20 pack 1.0.14 + ee3 + tc4.1.0 + the beta extra utilites
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    I'm trying to use applied energistics to automatically provide swords for an extra utilities peaceful table. I have determined that you can use an me interface as the chest for the table, but as soon as the sword gets damaged, it gets replaced. Is it currently possible to configure the me interface to be fuzzy and accept any damage level on the sword? If not, can you add a fuzzy interface for this purpose? Thank you.

    [EDIT] Just read about your announcement, maybe get this into ae2?
    Posted in: Minecraft Mods
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