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    posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)
    there's a bug where if you shift right click items into the computer trade box and then shift right click it out, you dupe the items and get twice the amount! I've tested it with numerous items and it dupes all of them

    shift right click one diamond block, shift right click back to inventory and I get back 2 diamonds in my inventory instead
    Posted in: Minecraft Mods
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    posted a message on How to transfer items from hopper minecart to another?
    Is it possible to transfer items from one hopper minecart to another hopper minecart?

    If yes, is there a way to transfer items from one hopper minecart to another hopper minecart diagonally?

    From QueenKingHappy's map, he is able to transfer items from one hopper minecart to another (at the top of his gigantic storage system) and I am trying to recreate that in a single player world but it isn't working out the way it does in his map. Does anyone know why and what I might be missing?

    http://www.mediafire...craft_Final.rar

    if anyone is kind enough to download the map and take a look for me, the coords of the hopper minecart transferring items to another hopper minecart diagonally is located at approx x: 281 y: 40 z: 248

    Thanks!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [1.6.2][Forge]New Launcher -- how to have multiple profiles with unique mods to each
    Quote from ntzrmtthihu777

    Honestly it doesn't matter whether its in a net folder or mods folder, as long as the json matches the reality. libraries/net/optifine/optifine/1.6.2_HD_U_B4/optifine-1.6.2_HD_U_B4.jar translates to "name": "net.optifine:optifine:1.6.2_HD_U_B4", and libraries/mods/risugami/deathchest/1.6.2/deathchest-1.6.2.jar translates to "name": "mods.risugami:deathchest:1.6.2"

    I just put optifine in net because it matches the example of forge.
    Yeah, twas helpful to learn this as I was able to use it to create a direct version launcher script. (In other words I can jump straight into version OptiForge-1.6.2 without firing up the launcher.


    If you have time, could you see if you can get the not enough items mod to work via this method? Thanks very much
    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.6.2][Forge]New Launcher -- how to have multiple profiles with unique mods to each
    Quote from ntzrmtthihu777

    I try, lol. If you could link me to the thread I could play around with it and get back to you.


    I'm trying to use this method with not enough items mod but it doesn't seem to work. I think it has something to do with coremods?

    Like with how optifine was in the "net" folder, I don't think coremods belong in a "mods" folder? What determines whether a mod goes inside the mod folder or it goes in the net folder or another folder?

    It seems like putting into the mods folder, forge doesn't even recognize codechickencore or nei but when putting in the .net folder and changing the json to net.code... from mods.code..., console shows

    Gave up trying to download https://s3.amazonaws...2/NEI-1.6.2.jar for job 'Version & Libraries'

    Gave up trying to download https://s3.amazonaws...ncore-1.6.2.jar for job 'Version & Libraries'
    Job 'Version & Libraries' finished with 2 failure(s)!

    mods\codechickencore\codechickencore\1.6.2 with file named codechickencore-1.6.2.jar

    mods\NEI\NEI\1.6.2 with file named NEI-1.6.2.jar

    .json looks like:

    {
    "name": "mods.codechickencore:codechickencore:1.6.2",
    "serverreq": false
    },
    {
    "name": "mods.NEI:NEI:1.6.2",
    "serverreq": false
    },

    http://www.minecraft...ckenbones-mods/

    edit: I included the codechickenlib.jar now and the game doesn't crash when opening my inventory but the NEI mods still doesn't show up

    added into json:

    {
    "name": "mods.codechickenlib:codechickenlib:1.6.2",
    "serverreq": false
    },
    Posted in: Mapping and Modding Tutorials
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    posted a message on 1.5 Fix for CNBMinecraft's 3x3 piston door
    Quote from MinecraftChrizz

    I don't think you really need a T-flip flop. You can just walk through the door as you walk on the pressure plate, you might want a pulse lengthener to have some more time to walk through, but you don't really need a t-flip flop.


    I would love to have the door open when activated and stay open until the pressure plate (on either side) is pressed on again

    A pulse lengthener would keep the door open longer but it would open the door up slower, correct? (I'm not that advanced in redstone creations stuff)
    Posted in: Redstone Creations
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    posted a message on 1.5 Fix for CNBMinecraft's 3x3 piston door
    Quote from MinecraftChrizz

    I haven't seen this problem, but here are some things that might make it work:

    Change the repeater on the bottom on 3 to 4 ticks.

    If that doesn't work, change the redstone at the top pointing into the block that goes into the horizontol piston, to a repeater on 1 tick.


    changing the beginning repeater (the one at the bottom closest to the lever) does fix the problem. thanks very much!

    edit: I would like to make it pressure plate activated to work in both directions

    this is the current design I have: http://img69.imageshack.us/img69/2176/201306031602tile.jpg

    however, it only works one way (two way would also work but the redstone wiring on the other side of the door would have to be really long in order to connect to the droppers). Is there a more compact design that you have in mind? thank you
    Posted in: Redstone Creations
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    posted a message on 1.5 Fix for CNBMinecraft's 3x3 piston door
    Quote from MinecraftChrizz

    Because his 4x4 is also big. :P


    I tried your design but the bottom left doesn't pull. It's as if the signal from the repeater pulses too quickly and glitches the piston. I have triple checked that all the timings are correct but it still doesn't pull

    first i created a test one and it worked perfectly so i make one at the place i want to but the problem occurs and i spent a good 10-15 minutes trying to debug it to no avail. I decided to make a 2nd test one and it works once more so i decide to make the designated one from scratch and the problem occurs again!

    There are no redstone/levers/etc nearby so I don't understand why it is happening. It would be helpful if you could give me some advice on what might be causing the problem.

    Here is a video on what's happening if you want to see a visual:

    thank you so much. I have tried many many designs but a lot of them haven't worked and so far, yours is the only one that works so i would appreciate it so much if you can help me! (the other ones, the middle/bottom block doesn't get pulled correctly). I am using bukkit; i'm not sure if that's affecting how redstone works though
    Posted in: Redstone Creations
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    i notice when i have optifine installed, pressing f9 shows me these red and green grid lines from the ground to the sky. I was wondering why and if there is a way to disable this? thanks
    pressing f9 once: http://imageshack.us...30423210828.png
    pressing f9 a second time: http://imageshack.us...30423210832.png
    pressing f9 a third time makes all the red and green grid lines go away

    without optifine installed, there are no red and green lines when pressing f9. I have tried both the ultra and standard version of optifine and the problems are still there when pressing f9.

    I went back to minecraft v1.4.7 and v1.4.5 (and installed optifine) to check if this was a computer related issue or optifine related. It appears pressing f9 for v1.4.5 and v1.4.7 does not show the red and green lines.

    It would be very appreciative if someone has a solution for this problem. Thank you to all
    Posted in: Minecraft Mods
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