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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from jesusharem


    Well, I actually just found out that Risugami's mods are the only ones causing the crash. That can probably be blamed on the mixing of modloader and forge mods. I tested out Chickenshed, and that works fine with no crashes.

    It seems like everything is working as it should be. Thanks for the info about setting it all up.


    Risugami's mods tend to break after a major minecraft update and he tends to just rush the mods out rather then check and make sure they work properly. I have nothing against him its just that's one of the main reasons forge is getting used more often then modloader mods
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from jesusharem

    So I was able to get forge to load using this method. However, another issue has popped up. Magic Launcher crashes about 75% of the time after clicking "login". Any ideas?

    Edit: Alright, I discovered the source of the problem. The crashes only occur when I try to load other mods. Just a heads up for other people.


    Had a feeling something like that might happen. Just keep in mind that Forge and all of the mods for 1.6.1 so far are still in very early alpha/beta states so expect crashes and bugs to happen until the kinks have been worked out. Remember 1.6.1 changed a lot of things for every mod maker so its going to take time before everything gets back to where it was before 1.6.1 was released.
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from CaptainKirk55

    So when I open minecraft forge, with Java, it wants me to reinstall Java, so i did. I opened the old launcher and the new launcher, and there was no "Forge" button. Please help! Also after Java finishes doing its thing, it just stops. I got the src, version of Minecraft Forge for 1.6.1 Am I supposed to get src? You just said not universal, so I'm confused.


    No the src version is a source code for modders to use with MCP. You want to use the installer. Go here http://files.minecraftforge.net/ and look for Latest 1.6.1 then click on installer to download. The install is what you need none of the other links for Forge 1.6.1 are needed. I'll make sure to edit my post so others won't get confused.
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from CaptainKirk55

    Windows 8 tells me not to run the program, because it is a virus! Is there anyone else having this problem? And, if you have downloaded this for 1.6 and it is fine, tell me. I trust it, I just a little more reassurance. Thank you!


    Its fine. Its just that Windows 8 defender and some anti-virus programs won't see the program as a legit one and will give a false posative becuase its not on the list of trusted programs yet.
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Here are the steps to get Forge to work with Magic Launcher for 1.6.1 Just make sure you have installed minecraft 1.6.1 with the vanilla launcher before doing anything else.

    You can get the latest build of Forge here http://files.minecraftforge.net/

    1) Download the latest Forge Installer for 1.6.1. Do not download the universal jar. or the src files they arn't needed.
    2) For windows users right click on Forge Installer and select open with
    a ) click on choose default program
    b ) select Java™ Platform SE binary and click okay
    3) Make sure Install Client is selected and click on the ok
    4) After the install open Vanilla Minecraft Launcher
    5)Under Profile make sure to select Forge
    6) Now log into Minecraft as normal so that Forge can finish the installation.
    7) After Minecraft gets to the Menu screen close it and Open Magic Launcher
    8) Go to Setup in Magic Launcher and change enviroment to Forge
    9) Click okay and log into Minecraft. Magic Launcher will now be running Minecraft with Forge.
    10) Once everything else is done just install mods as you always have with Magic Launcher.

    *NOTE* Mods added to Magic Launcher will still say no Forge or Modloader when installed this way. How ever Forge and Minecraft will still see the mods and load them.

    Hope this helps every one. Happy modding everyone.
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    I know your very busy working on updating Optifine right now so take your time on fixing this issue. The issue I am having is that the game sounds arn't working. The game will run but the sounds don't work. I can't find any logs that relates to the issue so I'm sorry if I can't help to post a log on that. This issue only happens when trying to play minecraft 1.6.1 with Magic Launcher. Using the Minecraft Launcher from mojang the sounds will work. It might be possible that Magic Launcher isn't loading the sound files from the assets folder that is added in from 1.6.1

    EDIT: I desided to try other builds of Magic Launcher and found that version 1.1.5 of the launcher does have sound but version 1.1.6 doesn't load the sound at all.
    Posted in: Minecraft Tools
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    posted a message on Roguelike Dungeons
    I'm going to keep my eye on this mod until other mods are updated. I have a few ideas for a pack but want to wait and see if other mods that I want to use will work with it. I still wish there was a forge version for client/server of mcmmo. I think that it would add to the experience of this mod a lot.
    Posted in: Minecraft Mods
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    posted a message on Doom Craft Resource Pack [32x]
    Nicely done. I hope that in the future you add more to this pack since 1.6 now allows you to change the sound files it would be great to have the sounds and music from the DooM series added into the pack.
    Posted in: Resource Packs
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    posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)

    Can someone help me with this crash? I have just entered the Aether, and the world crashed on me. Now I can't even reenter my world without it crashing again. It was working just fine with the mod installed for a while until I had attempted to go to the Aether itself, Help would be gladly appreciated... Might I add that I am in fact running 1.5.1 still and have the two APIs installed as well.

    http://www.pastebin.com/Vx9y2ZsA


    It looks like one or more mods are not for 1.5.1 and are instead for 1.5.2. If your using MultiMC then create a copy of the instance or back up everything you have made and start to remove mods one at a time till Minecraft starts to work properly, or start over and add each mod one at a time. Make sure that after each time you add a new mod to open up minecraft and create a new world to test to make sure it all works. Its a slow process but trust me its well worth it.
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Quote from Weaselspeed6

    thank you so much


    Not a problem I know how it is when I tried to do the same for Metallurgy 3. I asked the mod maker if he could change his configs from the original that only allows the item Ids to be set to select the first items ids first. The rest of the ids in the list will auto set to a range of 50 ids causing the mod to delete other mods items. Until he can change the config to have all the ids be setable its going to cause issues with other mods and be imcompatable with Treecapitator Forge Configs for adding other mod support from mod configs.

    Quote from bspkrs

    Someone actually submitted this defect against the github repo, so I am aware of it. I am starting to work on BlockBreaker again to add a lot of the features found in TreeCapitator, so I'll make sure this gets fixed as well.


    Ah didn't know that I wasn't the only one with the issue. Nice to hear that you are going to work on a fix. Take your time there is no rush in the fix just nice to know its being worked on is enough for me.
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Quote from Weaselspeed6

    hello I need some help I'm trying to add Metallurgy axes to treecapaciter and for the life of me I can't figure out the config file can somebody please help?


    Metallurgy has a very strange way of how its configs are made. Simply put Treecapitator can't read its axe ids from the mods config file. Instead you have to use a mod like NEI or Toomanyitems to look up the Axe ids and manually add them to the Treecapitator config file. For example if Copper Axe id is 1178:1 in NEI then you should edit this line. (Note 1178:1 isn't the default id for Copper Axe.)

    1_vanilla_trees_and_items {
    S:axeIDList=271; 275; 258; 286; 279

    Add ; after 279 then the item id and meta-data. Meta-data should be seperated with a , so the change to the line should look like this

    1_vanilla_trees_and_items {
    S:axeIDList=271; 275; 258; 286; 279; 1178,1

    Just do this for all the axe ids from Metallurgy to that line of text in the Treecapitator config and you should be fine. This method also works for other mod axe ids as well.

    Sorry for the double post didn't want to make one post way too long.
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    I found a bug with BlockBreaker when setting it to some mod related ores. When using it on Apatite ore from Forestry as well as Infused Stone ore from Thaumcraft the first ore broken will drop the items but the rest of the blocks that are connected will act as if they where silk touched.

    Ores from GregTech and Metllurgy 3 will only drop the very first block/ore with the meta-data of 0. It seems that the mod can't figure out how to drop ores of the same block id with meta-data. Example for GregTech if I break a Bauxite ore I would get an unused block with the meta-deta of 0. For Metllurgy 3 breaking Tin ore with a meta-data of 1 will instead give me back Copper ore that has a meta-data of 0.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1]ID Resolver (Finally updated!)
    Quote from Master_Aricitic

    My suggestion, just previous to yours, is less tedious. It even allows forward porting from 1.5.1's already resolved IDs and a single (mod) adding process. The config file with the already resolved IDs is, and I want to emphasize this, IS confusing, but it isn't confusing to the point of being useless.

    If you've already used ID Resolver and want to go beyond 1.5.1 (and, therefore, ID Resolver) use the config file. It is generally a 1:1 ratio of old ID to new ID (and has the classpath of the mod and item-but these are the confusing part-such as "com.devname.somejunk.somename").

    While your method may generally make more sense to people who aren't educated in programming, languages, or <trying not to be insulting, and failing>... the one I'm suggesting is faster, more efficient, and takes less steps.

    To anyone reading these: It's entirely your choice. You can try one and then the other... in any order... and choose the method best for yourself. (they BOTH work)


    I agree with you that your method does work faster. The reason I posted my method was to help out the ones that are using mods that never had a version for 1.5.1, or the mod that was for 1.5.1 had added in some new blocks/items to its config list when it updated to 1.5.2. Using your method first and then mine after words to make sure nothing new that was added to the mods will conflict is the best way to get the job done for now until id resolvers gets updated to 1.5.2.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1]ID Resolver (Finally updated!)
    Quote from austinv11

    Is there any alternatives which list item ids or something so that i could fix conflicts manually?


    Actually there is away but it is a long and tedious process that still uses id resolver. Basiclly you want to use multimc to add the mods you want to use. You have to add the mods one at a time or else it will never let you do this process.

    Id resolver may not auto fix ids for 1.5.2 but you can how ever generate a text file of all free block ids. So the first step is install forge, guiapi, and id resolver and run minecraft. Now get use to this next part becuase you will use it alot. Go to options, global mod options, id resolver, and click generate id status report expanded free ids. This will now save a text file of all the free ids in the game.

    Now the tedious part. Add the mods you want to use one at a time and make sure after minecrft loads properly to keep creating the generate id status report expanded free ids so the text file will update. Once you have an id conflict open the status report text file and change the conflicting mod ids to the ones that are free in the list. Just repeat this process until all the mods are working.

    After this use nei to check ids for items not blocks to make sure they arn't overiding any recepies for items if they are use the status report to change the items that are being used wrong to a new id. Sometimes items will not cause an id conflict but will mess with crafting items. Example of this issue is the crafting recepie for a steeleaf axe from twilight forest creating dark iron dust from mellurgy 3. Just change the dark iron dust item id to an open one and its fixed. Hope this helps and have fun with changing ids it will take some time.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from yosomith

    Ok getting a weird effect when trying to run optifine with the new FTB 1.5.2 beta pack

    http://imgur.com/Q0BU8QK

    Have tried versions D2 and D3, the pack is using forge 712 if that makes a difference\

    Alot of the squares on the right are normal vanilla items too, like hopper and such


    I've had this issue as well. It has something to do with other forge related mods. Using any forge build from 700-712 and optifine alone no problem with textures. Adding NEI with Rei's Minimap or Voxel Map (Zans) still no texture glitch. After I added in any other mods for example inventory tweaks or railcraft issues start to happen and textures render wrong.

    Now i have found a fix and not sure with if works to fix the issue with all the mod textures or not but download any texture pack and change the texture pack when your in a world. It should fix all mod textures. Now you can change back to the default textures and you shouldn't have any texture issues. I'm not sure why but just changing texture packs is what did it for me.
    Posted in: Minecraft Mods
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