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    posted a message on The Lost Cities: a post apocalyptic city/world generator

    I love it, but is there a way to reduce the size and amount of the cities? I'd rather find it more of a scarcity, then your whole world overrun with ruins. Maybe find a ruined building or two in shorter clumps and then every once in a while find an entire ruined city. I'd find that much more fun. Plus there'd probably be much less lag.


    Actually I found the way to reduce them down, but not a way to reduce the frequency. I got these small mounds everywhere now....

    Posted in: Minecraft Mods
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    posted a message on MATTER OVERDRIVE MOD 1.12.2 minecraft - how to install this minecraft weapon mod 1.12.2 with Forge.

    Matter Overdrive moved into 1.12? Awesome! :D

    Posted in: Tutorials
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    posted a message on Animal Bikes (Added a polar bear bikes)

    I'm trying to add this to my modpack and it comes up with an odd error.

    java.lang.IllegalArgumentException: ID is already registered: 26


    This sounds to me like an ID conflict, but I didn't think they have item conflicts in 1.7.10, I thought that was only a past thing once the ID changed to the name instead of the number. So.....how could this even be happening?

    Posted in: Minecraft Mods
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    posted a message on OpenBlocks Incompatibility

    Thanks, MCOfficer. It gave me no indication what was wrong. Adding that worked perfectly with my error. :)

    Posted in: Java Edition Support
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Reika, I'm having trouble with your lastest Geo Strata 1.7.10. I get this error:


    cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Reika/DragonAPI/Interfaces/ConfigList
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)


    At your site, this common error comes up under frequently asked questions, which you state if you get this error it means you don't have Dragon api loaded. Well, I do. I took the latest Dragon api and geo strata straight from your site and loaded it in. Java itself stops the program, stating there is something wrong and it ends the program, then I get this in the crash report. I have no idea why I can't run your program, my game is fine without it. Just sad because I really love your mod, and would like it in my game.

    Posted in: Minecraft Mods
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    posted a message on Random Structures Mod [Forge]

    This does not seem to work at all. You have a zip folder with a folder in it with the just the name before you get to anything important, which is weird as it is. I tried putting the zip folder in, I tired unzipping and putting the folder in. Not only is it not working, when you click at the title screen at the different mods in the game, it can't even find this. No such structures from this mod can be found.....I tried default and flat world.


    Is there something else involved for putting this in besides simply putting it in the mod folder, cuz it's kinda strange when it can't even be found in the listing.


    And yes, I'm using 1.7.10, with forge for 1.7.10. There's other mods in it which are working fine.

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

    This mod is one of those interesting gems people don't always notice....kinda like a diamond in the rough. You have to scrape all the dirt away and do the work of chipping it away yourself before you can see the real beauty of what you have. I never even knew about this mod until I played ftb Monsters for a little while, and even then I didn't like the look of the stones and thought it was worthless.


    What makes this mod absolutely fantastic is if you use texture packs that also work with Geo Strata. When you do, then this mod really comes to life. Wow! I was suddenly blown away with all the wonderful new options I had for decoration in Minecraft. Absolutely fantastic! In that moment, Geo Strata instantly became one of the top mods I'm probably going to use in everything for now on.


    Thanks Reika! :)

    Posted in: Minecraft Mods
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    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on

    I have a 1.6.4 modpack I'm using I added Extra TIC to, and realized I still couldn't use the plastic from Minefactory reloaded. Was that mod not added in Extra TIC until 1.7.10? I thought since MFR has been around forever, that would have been one of the mods I could use, so it confused me....


    If there is a 1.6.4 version of Extra TIC that has MFR integrated, please let me know what version and I'll make sure to grab it. :)


    Also when I play any 1.7.10 modpack with extra tic and Draconic Evolution, I can never seem to make Draconium into tinkers tools. I can turn them into ingots but they don't work for any tool mold. Is there maybe a config file that needs to be tweaked? o.O

    Posted in: WIP Mods
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    posted a message on FullThrottle Alchemist

    I've tried the new Full Throttle Alchemist, and it's cute and has some interesting things. The problem is what you've turn the mod into is basically another version of Equivalent Exchange, with little sprinklings of the old Dartcraft. No offense, but don't we have enough EE type mods, already? Now given, I don't feel this mod is op like EE, Project E, etc. But it just makes me feel like this is a more watered down version of the great mod you already had. Have you ever considered instead of trying to re-create Dartcraft, to instead let Dartcraft stay the way it is and just do the tweaks needed to upgrade it when it goes to a newer version, and then if you want to try something else, just make another mod that'll also work with Dartcraft?


    It's just....you already had a great mod, and now it just feels like since you changed it so drastically that it's gone forever. I used to love throwing Dartcraft in all my other mods, but with this mod I just don't anymore. It just doesn't have the cool **** I really liked about your original mod.

    Posted in: Minecraft Mods
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    posted a message on Lockdown - A simple mod to create worlds from templates

    I'm not a programmer. Do you have any basics on how to use this mod? I'm trying to create a start location in the nether, with the attempt to combine lockdown with perfect spawn in the attempt to do this. But I've never use these mods before, and most mods you just throw them in, start them up and they work. But these mods obviously require some kind of knowledge to use.


    So, how do I get Lockdown to know what game I want people to start in over and over? Where do I place the savegame? I noticed in the config it mentions a template, but no clue where to edit this template. Help?

    Posted in: Minecraft Mods
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    posted a message on Start in the Nether???

    With all the mods out there, I am surprised no one ever made a mod where you can start in the nether. After all, with BOP, Natura, Gany's nether, it would make such a fantastic modpack to start in the nether and have to struggle to get out of it. What a fantastic hardcore pack that could make! I have been wanting this forever! So....I just don't understand why there are no options to start there.


    If anyone out there knows of such a mod (especially for 1.7.10, or even 1.6.4) where you can begin in another dimension, please let me know! Thanks!


    Infact, if it's a mod that gives you the ability to start in any dimension you want, someone can even make a pack where you begin in the twilight forest and have to battle through their new leveling, instead of being all beefed up and ready from prepping in the Overworld all this time.

    Posted in: Requests / Ideas For Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Okay, if I want to add a custom drop to one of the mobs for Lycanites 1.6.4.....do I put the name of the item under custom item, or do I place the item id there? Also is that all I have to do is add that item? I don't mind the default drops it already has, so allow default drops I'm keeping to true. But if I do that, will it ignore the custom drop?


    I'm not really sure if I should put default drops to false and add the default drops to my custom drop or simply keep it true and it'll automatically add anything I place under custom into the possible mix.


    Please let me know if you can. Thanks!

    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142

    No offense, but why did Equivalent Exchange ever have to change in the first place? It was so easy and simple AND balanced back in 1.5.2, when all you had to do was kill some monsters, make the rock and have a limited choice on item exchanges. Why in the world did they have to change it??? Ever hear the term 'if it aint broke, don't fix it?' Guess what, the creator of this mod done goofed bad!


    All I want is my little rock back. Is that so difficult? There's no need for points, or machines, or any other complicated bs. Just let me exchange some of my ores, maybe some wood, and obsidian. I personally don't understand why copy cats never came out to copy this idea. Instead, they all decided to copy the op version! But that's the version no one wanted to use! No clue.... :P

    Posted in: Minecraft Mods
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    posted a message on (Alpha) Magical Quest Mod Pack - Technic Launcher

    Technic Launcher doesn't load your modpack, it just errors out. :P

    Posted in: Mod Packs
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    posted a message on Gany's Surface - Miscellaneous overworld themed additions!

    i love Gany's Surface....it is very unique and adds some neat stuff. So, does anyone know any texture packs out there that support it? My first goto was Sphax, cuz I love the Sphax designs. But for some reason, they didn't make a dual crafting table yet, and that's one of my first and top uses of this mod. If anyone could tell me any other texture pack out there that does offer a skin for the dual crafting table, I'd appreciate it.


    No offense to the guy who make the original looks of it in this mod, since it does look true to vanilla. But I just feel vanilla is so...........ugly.


    Please help?

    Posted in: Minecraft Mods
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