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.
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.
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.
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)
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I'm going to try installing McPatcher before Optifine.
Anyone know if this works?
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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.
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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!
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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.
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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.
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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.
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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.
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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.
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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/
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I'm speechless, stupefied! Mesmerized! Exacerbated!
Thanks, Kodaichi
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