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    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Quote from sunstone

    could you please make a downloadable file with the recipes

    Get Not Enough Items. Or Craftguide. Or, as a last resort, Recipe Book.
    All three mods provide in game recipe viewing.
    NEI does much more than that, but is IMO the easiest recipe solution.
    NEI also does not require crafting an item to view recipes with.
    Recipe Book was the first crafting guide mod, and is cheap, and simple.
    Craft Guide is more expensive to make than Recipe Book, but is more fully featured.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Quote from Scaterz

    Dear RaustBlackDragon I Play Offline One And The Doggies Dont Follow My Commands Again.... Can u Fix This?

    Doggies, like a number of things from other mods (alchemical bags from EE2 and such) are tied to your username.
    In the case of EE, it's a simple matter to rename the .dat file that stores the info.
    I haven't looked much at the issue with regards to doggies though.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    So, I've been playing around in my 1.2.3 Thaumcraft world a bit, and after building a mob fall trap, I've noticed that wisps clog it up pretty bad after a fairly short amount of time.
    Any way to get an option to control their spawn rate a bit better?
    Or maybe a ward of some kind that can be placed in game to keep them from spawning in that chunk?
    Posted in: Minecraft Mods
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    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Yeah, I have been.
    It hasn't happened in 1.2.3, but I was still a bit skittish.
    Good to know they have to drop below 60 to eat.
    She seems to be keeping fed now, so it's working this time around. ^_^
    Posted in: Minecraft Mods
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    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    No, this occurs when they are wandering. (W by their name)
    It's not that big of a deal right now, apparently my loyal starter doggy is actually behaving itself for a change. =D
    I guess they wait till they are really low on food to eat?
    Posted in: Minecraft Mods
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    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    I have a suggestion/request for the dog bowls.
    It would be nice if there was a way to tell whether or not a doggy was linked to a bowl, and maybe even which one.
    I continually run into an issue where I think I've linked my doggy to a bowl with food in it, and I'll go wandering off to do some other work, and the dog starts starving and teleports to me.
    I'm at a loss for how to tell, since I have no clue at which hunger level they will feed themselves from the bowl.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Robinton's Mods
    Well, I just did a little experiment, and swapped the latest Modloader.class into the zip for 4096 (I'm using MagicLauncher to deal with the jar mods) and it doesn't seem to have broken any functionality. ID Resolver seems to be handling things just fine on my small test build. I'm now going to pull in the full suite of mods I use and see what happens.

    Edit: Nevermind. It broke everything assigned by ID Resolver. Oh well, time to cool my heels waiting on a fix I guess.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    @Avenezia: Well, the only reason I picked up 4096 is because it's now required for ID Resolver, which makes my life a whole lot simpler. The way I understand it is that 4096 is just fixing the parts of the engine that still can't deal with the expanded ID range, as Anvil supports it by default. Not having looked at the code for either mod, my guess is that he's only adding or changing a few methods in Modloader to help better support the larger range. In a few minutes, I'm going to find out if that's the case, since I'm going to swap the newest Modloader.class into the zip for 4096 and see what it breaks.

    Edit: Update - Huzzah! Success! Doesn't look like 4096 actually changes things in Modloader.class (makes me wonder why it's in there tbh) since replacing it didn't break anything that I can tell, ID Resolver is properly making changes, and the textures appear to be fine now.

    Edit2: Update - Got to just wait for Robinton to post a fix after all, since it broke everything that ID Resolver assigned. Oh well.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Got my issue with the textures figured out, even if it isn't resolved yet. The 4096IDs mod overwrites Modloader.class, and it doesn't look like Robinton had picked up the newer version of Modloader to remerge his changes to it. I've let him know about the issue, so hopefully it will be taken care of soonish. Posting this here to spread the knowledge around.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Robinton's Mods
    I've been hacking away at the swapped jungle tree textures bug all day, and I think I know what's causing the issues, Robinton (nice Dragonriders reference, btw.)
    The early versions of Modloader 1.2.3 had a bug in Modloader.class that improperly referenced the jungle tree side textures.
    Risugami released a ninja hotfix for it, but did not tell anyone.
    As your mod overrides Modloader.class, you may need to grab the newest version, and remerge whatever changes you made to it.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from uberxpwnage

    Where do the files go after saving they seem to disappear?

    Where did you save them? If you are using Windows 7, and Firefox, they will probably be in your Downloads library.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from RaustBlackDragon

    Download the latest modloader, it's been fixed in later versions :)

    Guess I wasn't quite clear enough. Every copy of Modloader I've tried was downloaded today. Didn't start migrating to 1.2.x until RP2 was updated. ^_-
    Tried a couple of times with both the direct and adfly links.
    Even tried the hotfix from early on.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Alrighty, I've exhausted the limits of my search-fu on this one. I've got the jungle wood texture clobbering issue, even after replacing the copy of the modloader zip from each of the links. It was originally getting replaced with a texture from Doggy Talents, but after I removed that from the lineup to make sure it wasn't an issue specific to that mod, a texture from Dust Mod (the next one alphabetically in the mods folder) replaced the wood texture.
    Hate having to ask for help, but I've been digging for close to an hour now, and no dice.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Quote from RaustBlackDragon

    Hey, can anybody do a mod guide video of this? I really don't have ANY that are:

    *Informative
    *Well-put-together
    *Up-to-date
    *Not in Polish

    Have you considered hitting up Direwolf20? He enjoys a good working relationship with most mod authors, and does quite a few spotlights, and has quite the viewership.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5][BC2.2.14 - BC3.1.5][REV2.1.3/REV3.1.0] Additional Pipes for BuildCraft (Teleport Pipes)
    As I understand it, each dimension unloads when you leave it, so it's highly unlikely that pipes of any kind would ever work between the Nether, the Overworld, or the End. Not unless someone feels froggy enough to rewrite the dimension code.
    Posted in: Minecraft Mods
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