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    posted a message on Seronis' Mods: (Update Feb13) Server History
    Worlds Omega is critical so I took the time to port it to the new client version. The rest of my mods will not be updated till ModLoader, SpawnList, Settings API and the MCP Toolkit are updated as I use all of those extensively.
    Posted in: Mods Discussion
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    posted a message on Risugami's Mods - Updated.
    Quote from Schuyler »
    I need help. I've been trying to install mods, with and without this program, yet any time I delete ANY files in the META-INF folder, after I log in, it loads for a second then goes STRAIGHT to a black screen. Then nothing. No crash or anything, it just stays there. The only mods I have in at the moment is a Mod Loader, and MoreWorlds. I think it's the mod loader that's doing it, since I only put in the Moreworlds one time, and it loaded Minecraft, yet the mod didn't work. Oh, and I'm using the client, not the browser. Any help is appreciated.

    First page.. mods are listed as compatible with Alpha 1.2.6.. client version you are using is? Id bet its Beta v1.0
    Posted in: Minecraft Mods
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    posted a message on Seronis' Mods: (Update Feb13) Server History
    Worlds Omega updated.
    Posted in: Mods Discussion
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    posted a message on Beta code is confusing.
    Because you're trying to use a program designed to deobfuscate one set of code on a completely new set of code..
    Posted in: Mods Discussion
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    posted a message on [MOD] Ye olde minegunner / b1.2
    Who makes those? Umm every single superabrasive manufacturing plant in the world. Its a massively huge industry.
    Posted in: Mods Discussion
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    posted a message on [Mod] Glass Drop Mod (1.2.6 Compatible!)
    But he probably has friends who didnt ? /guess
    Posted in: Mods Discussion
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    posted a message on [Mod] Glass Drop Mod (1.2.6 Compatible!)
    Free to play client
    Posted in: Mods Discussion
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    posted a message on [REQ] Worlds with Seperate Mods
    This is already done. its called Minecraft Portable. It redirects the game when run to use its current folder as the save location so you have seperate installations of minecraft for each set of worlds you want to use that specific installation.
    Posted in: Mods Discussion
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    posted a message on [MOD] Minecraft World Namer v0.7 (1/17)
    Quote from 1o1wu7 »
    which minecraft.jar are you supposed to place the file? cause theres one in the folder bin and three others in the jars folder. so help me please!

    There is no jars folder in a default install of minecraft which means you made that folder. Process of elimination means the answer to your question is.....
    Posted in: Mods Discussion
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    posted a message on [Mod] Glass Drop Mod (1.2.6 Compatible!)
    yah you just happen to pick a task that was covered in masse by others work. But it is a good place to start. Another good place to start that isnt hard to do is make the furnace block have bonus levels of burning when there is lava directly below it or behind it. Its not a difficult thing to code and is another good task for new modders because it only requires one file to be edited. If you DO want to do this, make sure you wait until AFTER Risugamis' modloader is updated for beta and then do your upgrade to the furnace file he has. That way you dont conflict with modloader. You could even have your multiplier integrated with lahwrans settings api so that its adjustable in-game for people who want to tweak the heat bonus.
    Posted in: Mods Discussion
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    posted a message on Seronis' Mods: (Update Feb13) Server History
    I dont edit HOW the game respawns you at death, only the location it 'aims' at. So death respawns are probably gonna be on surface.. it will use whatever code notch uses. Now the compass' "go to spawn now" feature works when your home is in a cave as I just used the direct teleport method. This is just the drawback to not editing any core classes when doing that mod.

    NOW i've also updated/uploaded Celestial Dial. The pocket sundial (watch) you can craft in the game has been upgraded to be the requirement for controlling the time. I went ahead and made the 'insta dawn' and 'insta dusk' buttons do a smoothed shifting of the time till it hits your goal. I might make one more update so that you can customize the two times that the buttons go to (so you could choose midnight and noon instead?). Doing that will add lahwrans Settings API mod as a prerequisite. Several of my mods may end up using the settings api once the client hits beta.
    Posted in: Mods Discussion
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    posted a message on Risugami's Mods - Updated.
    If you're having that much trouble try here.
    http://dl.dropbox.com/u/13440285/MCv1_2 ... 01.2.6.rar

    you could have also tried One Stop Mod Shop since Creeper maintains a mass download pak of everything he has listed
    Posted in: Minecraft Mods
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    posted a message on Seronis' Mods: (Update Feb13) Server History
    BTW i have the watch updated on my comp to be the object required to control the time in game. Each watch you craft lets you move time forward by a total of 1 week of in-game time before it runs out of power. Moving backwards in time is 3x more expensive. The set dawn and set dusk keys will go to the least expensive matching time.. ie: up to 6 hrs in the past or up to 18 hours in the future so it automatically gives you the most use per watch created.. i DO NOT destroy the watches when they run out of power.. so they still funciton as a watch. but the game looks for the 'first' watch in your inventory so if you have multiple watches make sure the one with charges left is in a lowered number slot. Shift + mousewheel still moves in half hour increments.

    Reason im posting this without posting the mod. I was considering making the 'set dusk' and 'set dawn' hotkeys not INSTANTLY set the time.. but instead just put the time in speed adjust mode where you see the sun move roughly an hour of in-game time per second of real time. This would be purely for dramatic effect.

    Would anyone who use the current Scroll The Time mod appreciate this little added feature?
    Posted in: Mods Discussion
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    posted a message on Seronis' Mods: (Update Feb13) Server History
    OK put it in my jar and went through about 3 days of game time and the only creeper i saw was the one coming out of a spawner gui enabled box. No others appeared.

    There is an issue with how spawnlist works where a MODDER should not adjust the spawnlist in the constructor of their class or it can cause inconsistancies. The copy of creeper phobia i uploaded should be fine though so it might mean someone elses mob editing mod made calls to spawnlist at the wrong time. Sorry cant help you further than that.
    Posted in: Mods Discussion
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    posted a message on Mod Request: The Cavelands
    Quote from Lolligator »
    Also, I prefer that it does not need modloader to work. That damn thing won't work :SSSS: .


    OK the one thing that actually includes API calls to do what you are asking you want to not use?

    o-O
    Posted in: Mods Discussion
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