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    posted a message on Metallurgy 4
    Is there any possibility of retrogen for metallurgy ores? Is that a current feature, or a possible future one?
    Posted in: Minecraft Mods
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    posted a message on [Challenges] ♦Fantasy City Build♦
    Did you say... random?

    *holds up spork*
    Posted in: Survival Mode
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    posted a message on [Challenges] ♦Fantasy City Build♦
    Just out of curiousity, blazing, what do you mean by european challenge? The 'human' one? The 'advanced' human one? Or was it some thing designed for the server?
    Posted in: Survival Mode
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    posted a message on how to install mods
    Quite frankly, your spelling and grammar is atrocious. That's something you should change. Also, I think that most people on this part of the forums do understand how to install mods that require forge. Typically the mod's post has install instructions as well. Additionally, not all mods use forge. Finally, your installation instructions are barely complete. They just say, essentially, "download and run minecraft forge." This is hardly how to install mods, because you don't actually have any mods installed and ready to run once you do that. More correctly, you should download forge, run forge, download the mods (with the correct versions that are compatible with the minecraft and forge versions that you downloaded), put the .zip/.jar files into the mods folder, open the launcher, and open minecraft using the correct profile. Approximately. That may not be perfectly correct, either. Regardless, it's more correct than your version.
    Posted in: Mods Discussion
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from Zerokyuuni

    Block ID conflict:

    java.lang.IllegalArgumentException: Slot 2301 is already occupied by [email protected] when adding [email protected]

    Oh wow, I'm dumb. Sorry for bothering you.
    Posted in: WIP Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from Goreae

    You see this line here?

    2014-04-25 17:34:17 [INFO] [STDOUT] #@[email protected]# Game crashed! Crash report saved to: #@[email protected]# E:\Minecraft\FTB\Monster\minecraft\crash-reports\crash-2014-04-25_17.34.17-client.txt

    Get that please.

    That's literally the exact same thing, as far as I can tell.
    Posted in: WIP Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Okay, here's the full report. I cut out a few huge lists because the log was too big for pastebin.
    Posted in: WIP Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    I've been having an error with trying to add this mod into the most recent version of the FTB monster pack (v. 1.1.1). I am using the correct versions, but I end up getting this error that appears to occur right before minecraft loads up, and it crashes:
    2014-04-25 14:01:43 [INFO] [STDOUT]  Launched Version: 1.6.4
    2014-04-25 14:01:43 [INFO] [STDOUT]  LWJGL: 2.9.0
    2014-04-25 14:01:43 [INFO] [STDOUT]  OpenGL: AMD Radeon HD 7800 Series GL version 4.2.12422 Compatibility Profile Context 13.152.0.0, ATI Technologies Inc.
    2014-04-25 14:01:43 [INFO] [STDOUT]  Is Modded: Definitely; Client brand changed to 'fml,forge'
    2014-04-25 14:01:43 [INFO] [STDOUT]  Type: Client (map_client.txt)
    2014-04-25 14:01:43 [INFO] [STDOUT]  Resource Pack: Default
    2014-04-25 14:01:43 [INFO] [STDOUT]  Current Language: English (US)
    2014-04-25 14:01:43 [INFO] [STDOUT]  Profiler Position: N/A (disabled)
    2014-04-25 14:01:43 [INFO] [STDOUT]  Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
    2014-04-25 14:01:43 [INFO] [STDOUT] #@[email protected]# Game crashed! Crash report saved to: #@[email protected]# E:\Minecraft\FTB\Monster\minecraft\crash-reports\crash-2014-04-25_14.01.43-client.txt

    I know that you aren't obligated to help me seeing as I'm using a modpack, but I would like to bring this to your attention and see if you have a reason or a fix for it. Thanks in advance!
    Posted in: WIP Mods
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    posted a message on [1.5.2] AMCO: About 150 of the best mods all working together
    We really don't have a good base of mods up, most of the major mods (TE3, IC2, buildcraft etc.) are either not yet updated, or are in alpha versions that are very buggy. Minecraft changed a good portion of the codebase, making it quite difficult and time-consuming to update.
    Posted in: Minecraft Mods
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    posted a message on Can't remember which mod, help?
    multimine?
    Posted in: Requests / Ideas For Mods
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    posted a message on [Challenges] ♦Fantasy City Build♦
    Quote from blazing_chaos
    Aren't the quests stored in the map file? If someone wanted to use that, wouldn't they have to get a map we uploaded?

    No, they're stored in the config file. No problem there.
    Quote from Amazingsniper8
    Guys, one thing at a time. For to long we have been jumping around from thing to thing and nothing gets done. Challenges. Vanilla Challenges. That is our focus so lets get to work on finishing them before we move onto to other things

    Alrighty then, I'll go ahead with the modpack, quests, etc. by myself. I'll just leave you be, but I'll be following along anyway.
    Posted in: Survival Mode
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    posted a message on [Challenges] ♦Fantasy City Build♦
    If we wanted to do that, we could use the hardcore questing mod (the one that agrarian skies uses).
    Posted in: Survival Mode
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    posted a message on Larger Terrain Generation (Not Biomes)
    this is an unusually good idea. i support. however, making "noise" in the large flat areas would be somewhat counterintuitive - it would just create the 'small' hills that you were considering making into big ones.
    Posted in: Suggestions
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    posted a message on [1.7.2] [Forge] The Standard Ore Project!
    just to point out: there is literally no point for having this mod, simply because if you had a bunch of mod ores and didn't want to have all of them generate, then you would disable certain ones, so that only one of each type of ore would generate. with this mod, you have to do the exact same thing. you need to disable the ores generating from other mods. also, if you install this mod, but do not have a different mod that uses a particular ore, then having that ore is 100% useless beyond decoration. so, out of curiousity, do you actually have a reason for creating this mod? it's not like other mods don't use the forge ore dictionary (afaik every single one that is popular does), so having this mod simply creates more ores. not less.
    Posted in: Minecraft Mods
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    posted a message on [Challenges] ♦Fantasy City Build♦
    Well well well. All this talk of mods or modpacks, right as I'm thinking of the same thing. I've been following the city construction challenge for quite some time now, and I had a realization: almost everyone stops the challenge quite early, because they think it's a cool idea but ends up taking too much time and effort. So, I decided I would try to compile a modpack that is focused on the early-game and building stuff, so that people wouldn't be so discouraged. I was also planning on creating a challenge designed around the modpack, compiling ideas from the Refugee to Regent, City Construction, Castle Building, Empire Building, and Fantasy City Build Challenges.
    Now, onto my ideas for a modpack. The trouble with making a modpack right now is that most mods haven't been updated to 1.7 yet, and 1.8 is just around the corner. So I'm unsure whether I would want to create a 1.6.4 modpack (many packs have already been made), a 1.7.2 modpack (which this list of mods is for), or just wait for 1.8. Regardless, my current mod list would be:

    Forge (and microblocks)
    Liteloader (don't know if this is actually required for any of these mods, but for a few others i know it is)
    Treecapitator & floating ruins (getting wood is such a pain without advanced tools)
    Balkon's weapons (this... does it all - with style!)
    Bibliocraft (good-looking storage)
    Biomes'o'Plenty
    Carpenter's blocks (make anything into doors, stairs, etc. nicer looking cities)
    Dungeon pack (exploration is fun)
    Inventory tweaks
    Minecraft Comes Alive (better villager interactions)
    Modular flower pots (again, nicer-looking cities)
    Super crafting frame (easy to use instant crafting)
    Tinkers construct (great toolmaking system)
    Plants mega pack (yet again, nicer-looking cities)
    Also a few others that are more of a personal preference but would not be key to the theme of the modpack (e.g. bspkrs mods and presence footsteps)
    All of these mods are free to use (not requiring permission from the mod author). I do, however, have a few mods in mind that would require specific permission from the mod author for use in the modpack.
    Posted in: Survival Mode
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