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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    According to joshie's post, this Mod is up for grabs. Hope someone picks it up soon.
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    An update on Backpack crashes. One of the recent DEV versions of Forestry has added back the deprecated code to support outdated Backpacks. So this may prevent crashes involving backpacks until joshie can update this mod.

    http://ic2api.player.to:8080/job/Forestry_Dev/242/artifact/build/dist/forestry_1.7.10-3.1.1.242-unstable.jar
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    Quote from Amaxter325»
    With Forestry I get a crash with the creative compass search in 1.2.3d.

    It's a Forestry Backpack issue. Mariculture adds a Forestry Backpack. The people on Forestry's end say that mods that support Forestry backpacks (such as this one) need to update with the new Forestry API. You may have other mods may need to update as well, like Magic Bees. The good news is that Magic Bees is working on a fix right now for their next update, and the Developer here, joshie is aware of it as well. Hopefully, we will see a fix in an update soon.
    Posted in: Minecraft Mods
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    posted a message on HarvestCraft Waila Fixes (fix for missing names/icons of HarvestCraft crops/fruits)
    Quote from squeek502»

    Still haven't had anyone tell me what needs to be fixed in the 1.7 version of HarvestCraft.

    The crops that grow on trees don't display the progress percentage, but AFAIK, everything else works right on its own. Haven't tested any of the other Pam Mods, though.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from IANNOVA»
    To the guy that made the 1.7.10 port: I cannot seem to get the High Oven to function. I have the newest version of both TiSW and CookieCore. The controller has a complete GUI, the thing is loaded with iron ore, gunpowder, redstone dust, sand and charcoal, it's recieving a redstone signal, the structure is complete. It just doesn't run.

    EDIT: Tried it with coal and charcoal blocks, neither seems willing to burn up either.

    If you check his bug reports on Github, he (Ephys) is aware of the issue. I got it to work with coal. Charcoal blocks worked for me as well. Everything else seemed to work fine. I had the latest TiC, the latest TiSW, Mechworks, and Iguana TiC and several other popular mods. Hopefully he'll fix it in the next update.
    Posted in: WIP Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Until this mod is updated, you can try this addon, Ex Astris. Erasmus_Crowley, Ex Nihilo creator, even linked it on his own thread.
    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2210492-ex-astris-1-07-ex-nihilo-addon

    This one focuses on TE, TiC, TiSw, Thaumcraft, and some Forestry Bee stuff.
    Posted in: WIP Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Quote from Sanati


    That's a conflict with Redstone Arsenal.

    I get that same crash. I do not have Redstone Arsenal. I do have the new Binnie's Mods and removing Binnie's Mods allows the game to load. Not sure if the issue is with Mekanism or Binnie.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    Crafting coins on an anvil would be okay. That's how it was done before specialized machinery. There was typically a special anvil with one side of the coin engraved on the surface. Then the other side was engraved into a stamp. Then they would take the metal coin blank and place it on the anvil, put the stamp on top and hammer it until the design was stamped onto the coin. In MF terms, you would need to craft both coin blanks of the metal you wish to use, and the coin stamp. Then you could place these two things on the anvil and hammer it. Not sure if you can do this, but you could make it where the stamp is not consumed, or the stamp lose durability each craft. If that is not possible, you could make it where one crafting would make a certain number of coins at once, but the stamp is consumed.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    I found a large vein of slate last night in my SMP game. I was a little bit under sea level, 53 or so. Cleared it all out and have several stacks now.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    Quote from Lord_Wafflemire

    Caused by: java.lang.IllegalArgumentException: Slot 182 is already occupied by Oceancraft.common.BlockCoralPlant@207fde when adding minefantasy.block.special.BlockAnvilMF@18ec458

    Fix yer slots

    Yeah, you have a simple ID conflict. Go into your Minefantasy config file and change that ID to another number that isn't being used. I've also noticed that Minefantasy uses a lot of block ID's under 255 when it doesn't need to. Typically those block id's are only supposed to be used for terrain generation, so anything that isn't used for that can be moved to a higher block ID number. As far as Oceancraft goes, they have moved on to 1.7 and 1.6 version doesn't have a config file to fix ID conflicts. I run Oceancraft with Minefantasy and have no issues.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta

    My blast furnace is working, It's heating up and everything but when I put flux, coal, and iron ore into the input slot, nothing happens. the progress bar doesn't move at all. What am I doing wrong...


    Is the structure constructed correctly?

    http://minefantasywiki.wikidot.com/miscellaneous-blocks

    Pics here:
    http://minefantasywiki.wikidot.com/anvil-recipes

    remember to have bricks under your first layer (the one with the lava in the middle), and nothing but chimneys above the top layer.

    Hope this helps.
    Posted in: Minecraft Mods
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    posted a message on [V4.5] [1.6.2] [Forge] [SMP] Jammy Furniture Mod!
    For those who are having issues in 1.6.4: First thing to note is that you will likely encounter id conflicts, which you will need to resolve. Second, with the Item ID's (Not the Block ID's) the ID's will be offset by 256. This means, for example, the default ID's for the items are 5000-5005, when the game runs, the ID's will actually be 5256-5261. Forestry typically uses ID's in this range, and will cause the game to crash, rather than just throwing out an ID conflict error message. So the way to fix this is find a free ID range you want to use and then subtract 256 from the first number you want to use. Then take the result and use that for the lowest ID number and number up from there.

    In my case, I changed the block ID's to free range I discovered using the NEI utility. I used 501-520, your free blocks may vary, but Block ID's MUST be lower than 4096, and you don't have to calculate and offset. Then I fixed the Item ID's 5290 was free, so I subtracted 256 from that and got 5034. I then used 5034-5039 as my ID's. After that, MC successfully loaded. I hope this is more useful than the derpy back and forth I have seen recently of: "The Mod is broken for 1.6.4!" - "No it isn't! I'm running it now!"
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    My favorite part of TE is the Puvlerizer, it has a chance of byproducts when you grind ores. It also lets your grind a diamond ore block into two diamonds, not diamond dust like IC2-Gregtech. Plus TE also has an option to keep Gregtech from messing with the recipes. My only concern is that I run my base on EU and then use Forestry Elec. Engines to power the MJ machines, so I'm a little nervous to see how much work I will have to do to keep my pulverizers. But itemducts.... *Drools*
    Posted in: Minecraft Mods
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