• 0

    posted a message on DrZhark's Mo' Creatures (mod suggestion thread)
    I think there need to be more dragons than just wyverns. I want there to be the normal sort of 6-limbed dragons, as well as wyrms, basilisks, cockatrices (there's a difference), hydras, etc. With the hydra, every hit it takes with a diamond sword cuts off one of its heads, but for every head that's cut off, two new ones grow in its place, unless you use a flint-and-steel to cauterize the neck. It starts out with three heads.
    Posted in: Mods Discussion
  • 0

    posted a message on Fossils and Archeology Revival Legacy Thread
    Quote from ULiopleurodon

    Who forgot to unzip the .zip folder?
    Which one?
    Posted in: Minecraft Mods
  • 0

    posted a message on Fossils and Archeology Revival Legacy Thread
    I have a bone to pick here! I installed the mod, followed the instructions exactly, and I received this error message:
    ---- Minecraft Crash Report ----
    // I bet Cylons wouldn't have this problem.

    Time: 3/29/13 5:28 PM
    Description: Failed to start game

    cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: fossil.Fossil
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
    at net.minecraft.client.Minecraft.a(Minecraft.java:410)
    at asq.a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:744)
    at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.ClassNotFoundException: fossil.Fossil
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:416)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
    ... 5 more
    Caused by: java.lang.NullPointerException
    at org.objectweb.asm.ClassReader.<init>(Unknown Source)
    at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
    ... 32 more


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.4.7
    Operating System: Windows 7 (x86) version 6.1
    Java Version: 1.7.0_17, Oracle Corporation
    Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
    Memory: 407055304 bytes (388 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
    JVM Flags: 2 total; -Xms512m -Xmx1024m
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 4 mods loaded, 4 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed
    Fossil [Fossil/Archeology] (Fossil-Archeology 1.47 0003.zip) Unloaded->Errored
    LWJGL: 2.4.2
    OpenGL: GeForce 8200M G/PCI/SSE2/3DNOW! GL version 3.0.0, NVIDIA Corporation
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: Default
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
    Posted in: Minecraft Mods
  • 0

    posted a message on [SSP/SMP][1.3.2]Fossil / Archeology [v6.9 P-4]
    Will this ever update to 1.4.2?
    Posted in: Minecraft Mods
  • 0

    posted a message on Transformers mod
    Cool! I'd be Optimus Prime.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Idea: Australia Mod-New World Type With Unique Biomes
    Good idea. Maybe some of the new mobs could include platypuses, kangaroos, and koalas.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on WILL MAKE MODS!
    http://www.minecraftforum.net/topic/1556620-rq-prehistoric-safari-mod/

    Here's one for ya. I'm okay with waiting for it. It'll make it even sweeter when it's finally made, because you know what they say: good things come to those who wait.
    Posted in: Requests / Ideas For Mods
  • 2

    posted a message on [RQ] Prehistoric Safari Mod
    Here's an idea for a mod that I've had since I started ever since I started playing Minecraft, but I probably need my own account to supervise it. The guy who owns the account I use is a friend of my brother's. If you play on a server and see a guy named XanderHappy, that's either him, me, or my brother. He lets us use the account on the condition that we don't change his skin or join servers that require membership. Anyway, onto the mod.

    I plan to have a mod that allows you to go back to various time periods in Minecraftia's history, such as the Triassic, Jurassic, Cretaceous, Ice Age, and Carboniferous (remember the Pre-Prehistoric Mod?). I want to have something similar to Jurassicraft in some ways and similar to Mo' Creatures in others. In case you're wondering I'm getting the idea for this from, I'm inspired by Tim Haines' "Walking with..." series and its spin-offs, such as "Prehistoric Park", "Chased by Dinosaurs", and "Chased by Sea Monsters".

    I'll need some help from a lot people. I'll need skinners, artists, modellers, coders, etc. Please take your time on this, though. Nobody likes a rushed mod. I'd see this getting done by around July of next year. It has to be compatible with Mo' Creatures by DrZhark, because I want to try to reunite some of the new mobs with their modern relatives. That'd be so *bleep*ing sweet! The mod could include a time portal with editable settings for time periods, which will include:
    • Ordivician
    • Silurian
    • Devonian
    • Carboniferous
    • Permian
    • Early
    • Middle
    • Late
    • Triassic
    • Early
    • Middle
    • Late
    • Jurassic
    • Early
    • Middle
    • Late
    • Cretaceous
    • Early
    • Middle
    • Late
    • Paleocene
    • Eocene
    • Early
    • Middle
    • Late
    • Oligocene
    • Miocene
    • Early
    • Middle
    • Late
    • Pliocene
    • Pleistocene
    For what animals to put in the individual time periods, look at things like Walking with Dinosaurs and prehistoric park. Some of the time periods can be anachronic with their environments and mobs. Just don't do anything crazy like including arctic in the Mesozoic (Triassic, Jurassic, and Cretaceous). There can be a level of creativity, though. You could have creepersauruses or something to remind you that it's Minecraft. There should be a mix of stock dinosaurs/prehistoric beasts, like mammoths and sabertooths, and seldom seen species, like leptictidium and indricotheres.

    Oh, almost forgot. There should be an option in the mod options menu to turn off DrZhark's Mo' Creatures mammoths to avoid confusion with the ones in this mod.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Twilight Mod for 1.2.5 [Looking for Volunteers to Help]
    This is exactly as it sounds: a mod that adds things to the game based on the Twilight books and films.

    Mobs:
    • Vampires- avoid sunlight, found in/near villages; spark (but don't burn) in sunlight, have retractable fangs, can transform players by bite
    • Werewolves- found in forest, nocturnal; transform into muscular wolfdogs at night, can transform players by bite
    • Werecats- found in forest; same as werewolves, but transform into slightly larger, more muscular versions of tigers, lions, sabertooths, cheetahs, jaguars, leopards, etc.
    • Skinwalkers- found near villages; can morph into 10x larger version of any animal (usually wolf)

    Items:
    • Werewolf Skin
    • Blood
    • Animal Blood
    • Vampire Venom
    • Silver Arrow
    • Silver Sword
    • Silver Pickaxe
    • Silver Axe
    • Silver Shovel
    • Silver Hoe
    • Wolfsbane

    Compatibility:
    To avoid confusion between the werewolves in this mod and the ones in Mo' Creatures, I would like to ask DrZhark to create a version of the aforementioned mod that excludes the werewolves, so that it would be more compatible with this mod. To everyone else, I'll try to get the coders to make it compatible with as many mods as possible.

    Help Wanted:
    • Coders
    • Sprite Artists
    • Skinners
    • Model Makers

    Progress:
    Red: no progress Yellow: in progress Green: done
    • Artwork
    • Coding
    • Testing
    • Approval
    • Release
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5] Dragon Mod [v0.3.1]
    Is it compatible with Mo' Creatures?
    Posted in: WIP Mods
  • 0

    posted a message on [Closed] ☆ ☆ ☆ SUPER-EARTH ☆ ☆ ☆ The Original Minecraft Community ☆
    Minecraft In Game Name (case sensitive): XanderHappy (it's not really my account, it's my brother's friend's. He let me use it.)
    Where are you from?: Cullman, AL
    Your age? (if your under 13 do your parents agree to you playing here?): 16
    Have you read and agreed to the rules in the post below? Yes
    Did you vote for us? Yes
    Extra notes?: I got nothin'.
    How did you hear of Super-Earth?: I stumbled upon it.
    Posted in: PC Servers
  • 0

    posted a message on [SSP/SMP][1.3.2]Fossil / Archeology [v6.9 P-4]
    Make an auto-installer for it. It would be a lot easier to install.
    Posted in: Minecraft Mods
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