• 1

    posted a message on [1.2.3] Kaevator mods: Slopes, Wooden frames, Wallpapers
    Kaevator, I thought I'd let you know that Robinton is saying over in this thread that in order for slopes to work with his 4096 BlockIDs mod that there is something that needs to be updated in your mod.

    Obviously, I understand if you choose not to make this update, and I have no idea exactly how involved the changes are. But I thought that since you have such a useful mod for construction and design projects that using it with 4096 block IDs would be pretty killer.

    Thank you so much for such a sweet mod and for all of your hard work.


    Mods that need updating:
    Buildcraft
    Zeppelin'
    Dynamic Heights
    Kaevator Slopes
    Animal Tamer Mod
    Deko Mod
    GardenCraft - Modloader always complained about xy.png of the textures missing. Guess the Problem wasn't caused by 4096Blocks.
    Unacceptable Kitchen - many Problems.
    Millenaire - After assigning higher ID's: java.lang.NullPointerException at mod_Millenaire.<init> (mod_Millenaire.java:470)
    GuiCraftory, Fishcraftory, Seasoncraftory, Runecraftory - Saving Chunks on World Creation and Load, can't see the reason right now.
    Fancypack - Though this may be an error with Fancypack, and not an incompatibility.
    Contron's NPC's - Patched by using MCPatcher, don't really know if it is because of MCPatcher or some incompatibility.



    Posted in: Minecraft Mods
  • 1

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from Glace1221

    I really liked this mod! I even ran around the forest using Smart Movement to climb onto tree and mushroom branches sniping undead Druids and hunting game with Blue Fields playing in the background.

    However, it's not compatible with the Archaeology mod, and it was a choice between getting to excavate fossils, bring dinosaurs back to life, flying on a Pterosaur and fighting evil emporers in the Nether and getting to roam around a magical realm with huge forests and cool structures and other cool mobs and...

    Anyways, great mod, I may try to use it again sometime.


    I am using it with the Archaeology mod. What part of either mod isn't working for you?

    Perhaps the list of mods I'm running will be helpful to you in troubleshooting....

    ModLoader
    ModLoaderMP
    AudioMod
    Minecraft Forge
    Infinities Loop Control Pack
    GUI API
    Too Many Items
    InfiTools (all packages)
    IDResolver InfiTools Edition
    Single Player Commands
    Player API
    Player API / Single Player Commands Patch
    HD Textures
    HD Font
    Random Mobs
    MultiMine
    Dynamic Lights
    Hidden Door
    Abberant Tools
    BuildCraft
    Custom Mob Spawner
    Equivalent Exchange
    Kaevator Super Slopes
    Kaevator Timber Frames
    Kritter Kollection
    MineFactory Reloaded
    Fossil
    Shaped Charge
    ThaumCraft
    Twilight Forest
    Weapon Mods

    Quote from fizart1

    It has nothing to do with the movie Twighlight


    Part of me is sad because I think those sparkly blood-drinking jerks have it coming and I'd love to be the one to drive a stake through their heart (wait, does that kill them?) ;)
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.0.0]Robinton's Mods
    You have my eyeballs man... I am finding myself checking back here every time I sit down in front of the computer for the 1.0.0 version of 4096 block mod... I think I may have a problem... :unsure:

    You are the only one I've seen even attempting this, the community is lucky to have you.


    Happy coding!
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Oh my gosh. This tool is so ninja it nearly killed me. :blink.gif:
    It is SO much more than a HD fix, I think the title sells it WAY short. Excellent job. I've been using it over the last 24 hours to assist quickly testing and merging mods together. It makes it SO much less painful.

    I have a single (and I hope it is not a repeat) feature suggestion that would make it the perfect l tool for people who want to try and deploy a mess of mods to their MC install.

    For mods that need files deployed into a specific directory in the .minecraft folder, instead of the JAR (e.g. the mods folder or resources folder): MCPatcher could let us select other sources (files or directories) from the downloaded mod ZIP and target a particular directory in the .minecraft folder. And when we "unpatch" minecraft, it would remove the files.

    Again, excellent job on this... I can't say enough good things about this tool. So I'll just say thank you throw some :Diamond: 's your way.
    Posted in: Resource Packs
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