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    posted a message on CHALLENGE: Better than wolves
    Thanks for your response. I believe you when you say where your experience lies. I have no reason not to as I have no idea who you are and can't imagine what sort of advantage you would get from being decietful.

    That said you didn't answer my final question. How much time do you estimate the full wolf development will take? We will all have to bear in mind we have no idea where that development may be going.

    To stay on topic and perhps be considered one of the intelligent people you are trying to draw to this thread :smile.gif:, here is my list.

    1. An oven - and with it more food recepies
    2. Some sort of light you can put on the ceiling. Why this was omitted is beyond me.
    3. An effective powered mine cart.
    4. A roof tile that looks better than stairs. Could be used for other things, obviously.
    5. Oil - for fuel and moats or whatever.
    6. Verticle 1/2 block (or quarter block) so all my walls aren't so damn thick.
    Posted in: Suggestions
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    posted a message on CHALLENGE: Better than wolves
    Quote from FlowerChild »
    Frankly, I suspect that all of them combined might take less effort than wolves will require in the end.


    What is this opinion based on? I'm just curious as you spoke in your orginal thread about 'experience'. What experience are you talking about?

    Or is it, as I suspect, simply speculation? I'm not trying to derail your thread by any means, but this information is needed for anyone to actually come up with a valid idea. I mean how much effort WILL wolves require in the end? Does anyone know? I doubt it.
    Posted in: Suggestions
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    posted a message on Notch: Wolves are a BAD idea
    Quote from muncher21 »
    No one has been able to refute what the OP has said, so they resort to personal attacks. IT's kinda sad.


    There is nothing to refute...as I stated previously the OP's point is based entirely on speculation. Which is fine but it makes it opinion only.

    Until Notch says, "I'm going to spend most of my dev time tweaking the wolf AI and pathing and forego other pressing matters" the OP's word are simply hearsay.

    Again, I'm not saying he/she is wrong, but they are guessing.
    Posted in: Survival Mode
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    posted a message on knew update isn't working
    Quote from Salag »
    Also, it's spelt NEW.


    I think you meant SPELLED.
    Posted in: Survival Mode
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    posted a message on [V1.4] Rideable Controllable Wolves (V2 + V1)
    Quote from TK »
    and jeb did a good job realisticising minecraft.


    What?
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Is it true Notch increased the level of obfuscation on his files? This will surely dealy the 1.4 mod updated if true, yes?
    Posted in: Minecraft Mods
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    posted a message on Notch: Wolves are a BAD idea
    Quote from FlowerChild »
    My problem is all the OTHER features that I'm not going to get to ever play with because of the development time that is going to need to be spent on wolves.


    This is extremely assumptive. I'm not saying you are wrong but the Mindcraft team could leave the wovles alone for quite some time now that they are implimented. None of us really know until they tell us what is next.
    Posted in: Survival Mode
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    posted a message on [MOD] Farmcraft v1.1 - MC Beta 1.2_02
    Quote from TheHappySauce »
    Great job mr zhark. I have been waiting for a whole month and a few weeks for 1.3 to come out, then u decide NOT to update it, now 1.4 is coming out, and u STILL HAVENT UPDATED IT YET. I know that you have a life. BUT 1 month AND A FEW WEEKS, if 1.4 wasnt coming out, i wouldnt be ranting like THIS so yea, ****.


    Jesus...it's like a bunch of crack addicts pounding on their dealers door.

    Makes me laugh.
    Posted in: Mods Discussion
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    posted a message on Stop locking feature discussion threads....
    In before lock.

    Mod Edit: User warned for spam.
    Posted in: Survival Mode
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    posted a message on [V1.6] Xie's Farming Mod v1.4
    Quote from Gausley »
    This looks like a great mod, only I don't get to see for myself. Earlier when I loaded the game, it whined about the watermelon's block ID conflicting with that of another, so I changed that. Then it gave me another ID conflict and I decided to add 100 to ALL the block IDs.

    ANYWAY, now when I run the game, I get this error report:

    --- BEGIN ERROR REPORT a72ce307 --------
    Generated 3/30/11 5:38 PM

    Minecraft: Minecraft Beta 1.3_01
    OS: Windows Vista (x86) version 6.0
    Java: 1.6.0_24, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: GeForce 6150 LE/PCI/SSE2/3DNOW! version 2.1.2, NVIDIA Corporation

    :SSSS: java.lang.Exception: No more empty terrain sprite indices left! :SSSS:
    at ModLoader.getUniqueTerrainSpriteIndex(ModLoader.java:406)
    at ModLoader.getUniqueSpriteIndex(ModLoader.java:390)
    at ModLoader.addOverride(ModLoader.java:219)
    at mod_XieFarming.loadTrees(mod_XieFarming.java:100)
    at mod_XieFarming.<init>(mod_XieFarming.java:39)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
    at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
    at java.lang.reflect.Constructor.newInstance(Unknown Source)
    at java.lang.Class.newInstance0(Unknown Source)
    at java.lang.Class.newInstance(Unknown Source)
    at ModLoader.addMod(ModLoader.java:165)
    at ModLoader.readFromClassPath(ModLoader.java:649)
    at ModLoader.init(ModLoader.java:520)
    at ModLoader.AddAllRenderers(ModLoader.java:87)
    at pd.<init>(pd.java:55)
    at pd.<clinit>(pd.java:8)
    at net.minecraft.client.Minecraft.a(SourceFile:270)
    at net.minecraft.client.Minecraft.run(SourceFile:632)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 12a97ef2 ----------

    ...Okay, earlier I understood that the watermelon's ID had to be changed, but now.... this is just Greek to me.
    Could somebody please help me out? What does the text between the two green kamikazes mean?


    Means you have too many mods installed and it's run out of room for blocks and items.

    No fix at this moment as the item and block limit are imposed by Mindcraft :sad.gif: Sucks hardcore.
    Posted in: Minecraft Mods
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    posted a message on jonah cool
    Something malicious I'm sure.
    Posted in: Minecraft Mods
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    posted a message on [V1.6] Xie's Farming Mod v1.4
    Hey Xie.

    It looks like this guy is using your images for watermelons. Did he ask you?

    http://www.minecraftforum.net/viewtopic.php?f=1032&t=245420
    Posted in: Minecraft Mods
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    posted a message on [V1.6] Xie's Cooking Mod v1.4
    Quote from laijka »
    Quote from paganjames »
    How do you change the block ID's? I am going into the settings file located in the MODS folder and changing them but when I load Minecraft it just changes them back? I'm sure I'm doing something wrong I just don't know what.


    make sure you don't have a copy of the .ini file in your minecraft.jar as that will override any changes done in the .ini file in the mods folder.


    Nope...just a bunch of class files in the minecraft.jar. There are two conflicts. I've changed them twice but it keeps coming up with the same conflicts every time and when I go back to check they have been changed back. :sad.gif:
    Posted in: Minecraft Mods
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    posted a message on [V1.6] Xie's Cooking Mod v1.4
    How do you change the block ID's? I am going into the settings file located in the MODS folder and changing them but when I load Minecraft it just changes them back? I'm sure I'm doing something wrong I just don't know what.
    Posted in: Minecraft Mods
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    posted a message on [V1.6] Xie's Farming Mod v1.4
    Quick question: How hard would it be for you to allow the liquid items from Chefcraft (wooden bucket, glass jar, bowl of water) to be used in your mod?
    Posted in: Minecraft Mods
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