• 0

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    EDIT: Apparently Misa's new pack does utilize mooshroom overlay. I couldn't tell 'cause I'm using Optifine.

    I'm going to try installing McPatcher before Optifine.

    Anyone know if this works? :)
    Posted in: Resource Packs
  • 0

    posted a message on [1.7] Resource Pack Central & Assorted Tips
    For the past 2 months "most" of the packs posted ... are just terrible, from default edits ...


    This seems pretty ignorant. Minecraft's default texture pack is an excellent starting point for great texture mods, such as adding CTM and animations.

    "Default Edits" have the potential to be incredible.
    Posted in: Resource Packs
  • 1

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Can you please show me exactly where the Extra Biomes are located on this map?



    Surely this information is available.

    Thanks in advance!!

    EDIT: I did a search for "palette" and found a man named Chandler UA had posted this:

    https://dl.dropbox.c...7/fogcolor0.psd

    It's perfect for the job!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] AdvancedMobs 1.9 - Making Mobs more realistic and hard
    Quote from maximumtech

    You can't just delete any class, some features use multiple classes


    xD Well, I wouldn't delete ANY class. I would only delete mob entity classes, because they're not usually referenced by other classes.

    I still consider 1.2.5 to be the premier Minecraft patch. As far as I know, Forge 1.3.2 will take weeks.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] AdvancedMobs 1.9 - Making Mobs more realistic and hard
    List of each class file in AdvancedMobs 1.9

    acy = (AI)openDoor
    adg = blaze
    aic = magmaCube
    aja = slime
    ajg = zombie
    akr = (AI)moveThroughVillage
    alt = pigzombie
    ax = (AI)attackOnColide
    cb = spider
    cu = sheep (FORGE)
    ed = entityVillager
    fn = caveSpider
    is = (AI)doorInteract
    jg = enderman (FORGE)
    nm = arrow
    qn = silverfish
    qr = pig
    rd = chicken
    rh = pathNavigate
    sf = (AI)shootBowArrow
    tg = renderBiped (FORGE)
    ue = (AI)breakDoor
    un = cow
    xr = skeleton
    xv = pathFinder
    yd = creeper
    yy = mob
    zb = renderVillager

    Preliminary Findings:

    By installing AdvancedMobs before Forge, or not installing these classes, the mob becomes compatible with the following bugs:

    -Mobs do not appear to have weapons or armor, but they still have the associated abilities.
    -Villagers' arms stay crossed, and weapons do not look very good. Apparently, while AdvancedMobs1.9 adds weapons to villagers, it does not add proper animations to go with them. =\
    -Sheep features missing: dropping pork chops.
    -Endermen features missing: block pickup priority, shearing to disable teleportation.

    However, it is possible to run AdvancedMobs after Forge and get all functionality of AdvancedMobs1.9, while possibly sacrificing some Forge functionality in particular mobs.

    Conclusion: AdvancedMobs 1.9 is Forge compatible.
    -You do not need ModLoader at all.

    Option A: Install AdvancedMobs before Forge.

    Bugs:
    -Mobs do not appear to have weapons or armor, but they still have the associated abilities.
    -Sheep do not drop pork chops.
    -Endermen features missing: block pickup priority, shearing to disable teleportation.

    Option B: Install AdvancedMobs after Forge.

    Bugs:
    -Test each of your Forge mods that has features associated with Sheep, Endermen and Biped Rendering (the way two-legged creatures look) as these mods may lose functionality or crash minecraft.

    Optional Step 2:
    -Delete any mob's class file from your AdvancedMobs zip/rar file to disable AdvancedMobs' affect on that mob. Do this before copying the class files to your minecraft jar to ensure no mistakes are made.

    If you are installing mods with Magic Launcher (smart choice) simply delete the mob's class file from your AdvancedMobs.zip.

    -Test that mob in creative to ensure the game does not crash.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] AdvancedMobs 1.9 - Making Mobs more realistic and hard
    Quote from the next techy

    when forge updates to 1.3 go forge


    I second this.

    We need a way to pick-and-choose which mobs we want, by way of telling us what each base class does, or not using base classes.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] Checkpoints! [v1.32]
    ra.class in common with Forge.

    A quick search in this thread for "forge" yeilds no results, so... Incompatible. le sigh.

    This mod is one base-class short of being compatible with Forge. :Sheep:
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7] Qwertysam's Mods (January 11, 2013)
    To clarify, the Custom Block Mod works fine with RedPower.

    What I meant in my previous post is that the Custom Recipes mod doesn't work with RedPower, which suggests Custom Recipes may not work with the Custom Block Mod either, due to in-built loading order. (And yes, it's forge's fault)

    Also, I know that none of your Custom Block Mod blocks generate in the world, and I was suggesting you keep it this way. :)

    Edit: Can you please post which block IDs your mod uses in the OP? Based on the errors I'm getting, it seems like it uses a lot. :P
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7] Qwertysam's Mods (January 11, 2013)
    Tiny List of Suggestions

    First of all, this is an outstanding mod! I've wanted extra Doors for a long time.

    However, the "can't place stairs/slabs" upside down is truly a killer. I simply will not use those blocks without that ability. They may as well not exist if you don't have the expected functionality, y'know?

    Other than that, I think people will want these for survival mode, and in order to make that work, you kinda need to have control over how fast the blocks break, and what tools work on them.

    As for recipes, you ought to recommend Custom Recipes: http://www.planetminecraft.com/mod/custom-recipes/, but please try it before you recommend it!

    It doesn't work with RedPower (a forge mod) because it loads BEFORE RedPower gets a chance to put in the blocks - therefore, it cannot find RedPower's block ids and claims they don't exist. (or at least, this is my deduction)

    If it works, though... go for it!

    Also, don't add blocks that will generate in the world. There's already a program to help you do that.
    http://www.minecraftforum.net/topic/592631-125-mcmodgen-minecraft-mods-no-coding-web-based061/
    Posted in: Minecraft Mods
  • 0

    posted a message on Faster Obsidian!
    Not compatible with Forge...
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.5.2] Mob Dismemberment [v1]
    Thanks, iChun. I'm using both this and Mob Ambutation together. They really belong together, I feel. :D
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.2] Mob Amputation [v1] Blood and gibs! And an Easter Egg!
    Thanks! Awesome mod, I especially appreciate the config. :)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] The Better Animations Collection
    Unbelievable mod!

    I'm speechless, stupefied! Mesmerized! Exacerbated!

    Thanks, Kodaichi
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] Floaty Items [v1.1]
    Truly great idea!
    Posted in: Minecraft Mods
  • 0

    posted a message on Global Achievements (Store your achievements and stats online)
    What Minecraft versions are 1.0 and 1.1 for?
    Posted in: Minecraft Mods
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