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    posted a message on ChickenBones Mods
    try using the 'universal' downloads not the 'dev'
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    well need a little more info to actually help....crash/logs. if you didn't start over fresh you need to delete the 'lib' folder inside the 1.7.10 folder of your mod folder and also the configs that generated wouldn't be a bad idea either. Start with just CCC and NEI and see if it works....then add others.. otherwise come back with logs/crashes
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Well I must say....Didn't see that coming :o LMAO
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    Are you using the 'dev' versions of the mods???? Unless your a developer working in a development environment try and stick to the 'universal' downloads
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from GrumpyDemon»
    Lol. Found a new way to die and lose everything in Lycanite's mobs: Stand in a middle of a plains during daytime, you got killed by a zoataur, a kobold came by and took everything.

    You didn't actually lose it forever....you just need to find the little guy that took it. Kobolds that stole something should never despawn, and he probably didn't wander off too far from your death-point either....Just have to track him down...lol. Rest assured your stuff is safe, just not on you. Its in the Kobold bank nice and safe....he just holding it for ya :D
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    That is his launcher log ....every time he starts the game it is closing back to the launcher which does NOT produce a crash report but that log is just as good or his fml-client-0 log would do as well... So don't hold your breath for a log that doesn't exist.



    Things he can try though :

    1. Update java 8 to update 31 or higher(not sure where its at)

    2. Make sure all your Chicken mods (NEI/core) are .jars not zips

    3. Delete any lib folders from said mod in your 1.7.10 folder (located in 'mods' folder)

    4. Either update your forge to 1291 or at least make sure your not using a version of the mod that requires a forge version higher than the one you choose to use. Forge is here: http://files.minecraftforge.net/
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    update forge dude
    Posted in: Minecraft Mods
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    posted a message on Atum 2: Return to the Sands
    throw them in a lake
    Posted in: Minecraft Mods
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    posted a message on Can't launch Minecraft while using mods
    Start over dude.. Delete your .minecraft and try again....Start by creating a new profile in launcher and choosing the 1.7.2 version in the launcher and run the game so it downloads the required jars it needs. You NEED to do this for EVERY version of minecraft you choose to use. Just run it once to get to the game screen then you can quit. Now go to forge site and download the 1.7.2 latest recommended 'installer' version of forge. Go here for forge: http://files.minecraftforge.net/



    Now run the installer on clientside. And it will tell you if it was successful or not. Before you run the game or want to use different versions at another time you need to make a new folder in your .minecraft. Just navigate to your .minecraft folder and inside create a 'new folder'. You can name it whatever you want, but for simplicity I will call it 'forge172'. Once you create this folder in your .minecraft, open up the launcher again and 'edit profile'. Check the 'game directory box (right under the profile name) and add this folder to the end of the directory. (like so: c:\user\name\appdata\roaming\.minecraft\forge172)<---should look something like that. Now go down to 'use version' and find the 1.7.2 forge version you just installed and use it. Now you must run the game one more time and let forge set-up. Again, once you get to the game screen and see forge is there you can again quit. Go back to your .minecraft folder and open the 'forge172' folder we created, and in here you should now see the 'mods' folder, 'config' folder, etc. That newly generated mods folder is where all your mods should go, make sure you read the mods OP and make sure they don't have a 'core' or something you have to download too in order for it to function. If forge is working and you still crash...it is due to a mod.Might try asking there if failed.



    Remember, you need to run the vanilla game at least once for EVERY version you wish to use. Create a new folder (with unique names) and point the directory to it for every version as well. And you must always run the game(again) at least once with ONLY forge too. These new folders you create is how you can have multiple instances of minecraft on whatever versions. All mods.configs,save, etc. will generate inside these new folders instead of your .minecraft.

    Hope this helps :)
    Posted in: Java Edition Support
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    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    MyTown2 works well along side of forge essentials for what your asking...still in early stages but does just about everything your talking about(or will soon) link: MyTown2
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Thanks for the reply, but all the ID's were not taken....That is just how the 'wayoftime' config loaded. I left it alone and haven't had any in-game issues what-so-ever. I just moved all Witchery ID's instead, and now ALL ID's are taken..lol actually went 3 ID's over the limit, I'll have to check out that dragonAPI. Sure would be nice if Forge implemented a potionID API :)
    Posted in: Minecraft Mods
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    posted a message on trying to make a custom mod pack and then this happened...
    Yeah...i saw that forge download 1307....it is in the 1.7.10 downloads if you actually hit the 1.7.10 downloads button...but the recommended is there for a reason. I see know reason to stay on the bleeding edge of forge when no mod author has had a chance to build anything against it. And forge has since moved on to 1.8+ now so I highly doubt any mod author will even bother with any forge past 1291 unless its for Minecraft 1.8+ ;)



    Tou-che' ZedEhco :D LOL

    Regards - painter
    Posted in: Java Edition Support
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    posted a message on trying to make a custom mod pack and then this happened...
    Mutant creatures mod requires the 'Animation API' in order to function...go back to that thread and get it... And you should stick to the latest 'recommended' build of forge (which is 1291 as ZedEhco had said)

    When installing mods you should read the OP of the mods you want to use (ALL OF IT) including spoilers, install instructions, etc.
    Posted in: Java Edition Support
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    HI all!! I haven't used this mod in quite some time and I am anxious to see whats new :) I however seem to be overwriting some potion IDs from the witchery mod and went to change the IDs and noticed in the config that the demon cloak and feather falling have the same ID in the blood magic config.


    "potion id" {
    I:Amphibian=115
    I:Boost=101
    I:Deaf=113
    I:DemonCloak=114
    I:Drowning=100
    I:FeatherFall=114
    I:FireFuse=109
    I:FlameCloak=106
    I:Flight=104
    I:HeavyHeart=108
    I:IceCloak=107
    I:Inhibit=103
    I:PlanarBinding=110
    I:ProjProt=102
    I:Reciprocation=105
    I:SoulFray=111
    I:SoulHarden=112
    }

    Just want to make sure if its suppose to be this way or if I need to change that too.

    Thanks in advance....Can't wait to get started!!

    Regards, painter :)
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    the mod already is separated.. each mob is actually an individual mod by itself, if you don't want a certain mob or just like the nether ones you can simply remove the folders of the ones you don't want. (Thats why in-game you see a bunch of Lycanite mob mods installed when adding the 'complete pack')
    Posted in: Minecraft Mods
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