• 0

    posted a message on RECYCLED COMBAT! Unused or old mods that deserve a second chance!

    Update 2.0 Massive update; added more mods to strive to make it kinda sorta like Terraria. Just keep an open mind whilst going through this mod and you'll be fine. I will (hopefully) add Craft Tweaker with some new recipes coded for some modded weapons and stuff; just need to figure out how to code it in the first place.

    Posted in: Mod Packs
  • 0

    posted a message on RECYCLED COMBAT! Unused or old mods that deserve a second chance!

    Update 1.2 Added more reverb with sound filters.


    Update 1.3 Took out Hostile Worlds as it is a real pain and makes it unbelievably unfun.

    Posted in: Mod Packs
  • 0

    posted a message on PopularMMOs Reimagined! My First Modpack Finally Released!

    Update 4: Fixed some Achievements


    Update 5: Added much need config changes and replaced Fastcraft with BetterFps


    New Mod List: https://pastebin.ubuntu.com/p/7NMygp6sbm/


    Image Attached: Some things in the modpack

    Posted in: Mod Packs
  • 0

    posted a message on RECYCLED COMBAT! Unused or old mods that deserve a second chance!

    Update 1.1: Added Ancient Warfare 2. Was going to be in the original modpack, but froze during testing. For some reason it works perfectly fine now.

    Posted in: Mod Packs
  • 0

    posted a message on RECYCLED COMBAT! Unused or old mods that deserve a second chance!

    Modpack Info

    Recycled Combat is a modpack based off of old and/or unused mods. This has tons of adventure packed into it. You can visit Middle Earth, go to a tropical paradise, visit the Aether, and much much more. There are a lot of items and ways to buff them in this mod, and different weapon choices. While there is technically an end because of the Ender Dragon, there really isn't and you can defeat the bosses in (almost) any order. It's a pretty straightforward modpack (although I need to add in achievements which will take a while).


    Links

    Technic Page: https://www.technicpack.net/modpack/recycled-combat.1676969


    Mod list: https://pastebin.ubuntu.com/p/QDXS3VPNJy/


    Image attached is the background I made for my modpack (this one is better res. because the other one I had to shrink so it would allow me to set it as the modpack background on technic)


    Credits are listed on the Technic Page.


    Have a good day, and if you're interested, I hope you have fun playing my modpack! :)

    Posted in: Mod Packs
  • 0

    posted a message on cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: modconfig/IConfigCategory Hostile Worlds Mod SOLVED

    EDIT: OK FOR FUTURE PEOPLE WITH THIS PROBLEM I FORGOT THAT CORE MODS EXIST

    I think it might be a missing config, but I cannot find a download for the config online.

    Here's the crash report:


    ---- Minecraft Crash Report -------- Minecraft Crash Report ----// Hey, that tickles! Hehehe!
    Time: 5/1/20 11:57 AMDescription: There was a severe problem during mod loading that has caused the game to fail
    cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: modconfig/IConfigCategory at cpw.mods.fml.common.LoadController.transition(LoadController.java:163) at cpw.mods.fml.common.Loader.loadMods(Loader.java:544) at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878) at net.minecraft.client.main.Main.main(SourceFile:148) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)Caused by: java.lang.NoClassDefFoundError: modconfig/IConfigCategory at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Class.java:348) at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440) at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) at cpw.mods.fml.common.Loader.loadMods(Loader.java:513) ... 10 moreCaused by: java.lang.ClassNotFoundException: modconfig.IConfigCategory at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191) at java.lang.ClassLoader.loadClass(ClassLoader.java:424) at java.lang.ClassLoader.loadClass(ClassLoader.java:357) ... 34 moreCaused by: java.lang.NullPointerException

    A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
    -- System Details --Details: Minecraft Version: 1.7.10 Operating System: Windows 10 (amd64) version 10.0 Java Version: 1.8.0_51, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 101950672 bytes (97 MB) / 268435456 bytes (256 MB) up to 8589934592 bytes (8192 MB) JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx8G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 27 mods loaded, 27 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar) UC Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar) UC CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar) UC NotEnoughItems{1.0.5.120} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar) UC FastCraft{1.25} [FastCraft] (fastcraft-1.25.jar) UC FamiliarsAPI{1.7.10} [Familiars API] (FamiliarsAPI-1.7.10.jar) UC killerjdog51{3.2} [Chocolate Mod] (1.7.10+Chocolate+Mod-+V3.2.1.jar) UC battlegear2{1.7.10} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.8.3.jar) UC DamageIndicatorsMod{3.3.2} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.3.2.jar) UC bspkrsCore{6.15} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.15.jar) UC StartingInventory{1.7.10.r03} [StartingInventory] ([1.7.10]StartingInventory-universal-1.7.10.r03.jar) UC Treecapitator{1.7.10} [Treecapitator] ([1.7.10]Treecapitator-universal-2.0.4.jar) UC satscapealarmcraft{1.0} [Alarmcraft] (Alarmcraft-Mod-1.7.10.jar) UC animalbikes{1.7.10} [Animal Bikes] (AnimalBikes_1.7.10.jar) UC antiidconflict{1.3.5} [Anti Id Conflict] (AntiIdConflict-1.3.5-1.7.10.jar) UC Backpack{2.0.1} [Backpack] (backpack-2.0.1-1.7.x.jar) UC chocolateQuest{1.0} [Chocolate Quest] (chocolateQuest-1.7.10-1.1d.jar) UC cpc{1.7.x-r76.6c6e88f} [CreepyPastaCraft] (CreepyPastaCraft-1.7.x-r76.6c6e88f-universal.jar) UC lootablebodies{1.3.7} [DrCyano's Lootable Bodies] (CyanosLootableBodies-1.7.10-backport_1.3.7.jar) UC dungeonmobs{4.1.3} [Dungeon Mobs] (Dungeon+Mobs+v4.1.3.jar) UC elementalcreepers{4.3.0} [Elemental Creepers] (Elemental+Creepers-universal_1.7.10-4.3.0.jar) UC DefaultMobPack{1.7.10} [DefaultMobPack] (FamiliarsDefaultMobPack-1.7.10.jar) UC ExtendedFamPack{1.7.10} [ExtendedFamPack] (FamiliarsExtendedFamPack-1.7.10.jar) UC HerobrineFamPack{1.7.10} [HerobrineFamPack] (FamiliarsHerobrineFamPack-1.7.10.jar) UC F2L{1.7.10b} [Flesh2Leather] (Flesh2Lether+[1.7.10b].jar) UE hw_inv{v0.1} [Hostile Worlds Invasions] (HW-Invasions-1.7.10-1.0.jar) GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.6.13586 Compatibility Profile Context 20.1.3 26.20.15015.1007' Renderer: 'Radeon RX 580 Series'

    Posted in: Java Edition Support
  • 0

    posted a message on PopularMMOs Reimagined! My First Modpack Finally Released!

    Forgot to post updates to this! I will be adding some progression if you choose to progress rather than find out what to do.


    Update 1: Released out of Beta! Renamed Modpack.jar.jar to Modpack.jar. I failed at common sense.


    Update 2: Enabled Full King Power, or in more complexified terms, I enabled the Ultimate King in OreSpawn. In other words, be careful how many blocks of diamond you give your pet prince, because you may accidentally summon an unkillable, OP boss that will leave your current dimension in ruins. Just adds the ominous effect. If I were you, I'd kill my pet prince ASAP before I have the chance to feed it three blocks of diamond.


    After a lot of work, typing, thinking, researching, and confusion:

    Update 3: Added Simple Achievements and Starting Inventory, and with that, a Achievement book to make progressing less confusing.

    Posted in: Mod Packs
  • 0

    posted a message on [Adv/Creation] FunLand 3 (1,900,000+ downloads!)

    For nick230:

    That's probably a memory issue


    For Moonshine_Destiny:

    He couldn't do hostile mobs, because as he said in the README.txt it interferes with a lot of rides. As for the mods, I think that would be a brilliant addition!


    As for the map, it's super nostalgic, and well done! I will edit this comment with some links to some screenshots I took with shaders! :)


    Screenshot During the Day: https://drive.google.com/file/d/1bqA44WdlXKeaZjBrGVqw1DZy0nkpZNTE/view?usp=sharing

    Screenshot During the Night: https://drive.google.com/file/d/1X41dqINS_zo1Eub0rHo9Bkhtq31onopm/view?usp=sharing

    Screenshot info:

    Shaders: Sildurs Vibrant

    Shaders Options: Fog Turned Off

    Resource Pack: Faithful

    Render Distance: 25

    Screenshot: 4x


    Also, for some reason, if you want to upload these screenshots or use them, go ahead. It's only a screenshot.

    Posted in: Maps
  • 0

    posted a message on PopularMMOs Reimagined! My First Modpack Finally Released!

    Why Should I Play This Modpack?

    This modpack is based off of PopularMMOs' modpacks and a few showcases. This let's return to the nostalgia you once experienced when you were a kid, since his websites went down.

    Want bosses? There's over 70 of them, and you can choose from which one you want. Some bosses require more progression, some don't.

    Want Adventure? You got it. There are around 10-20 different dimensions, each one being unique. There are also tons of naturally generating structures in the overworld to keep your desires filled.

    Bored of that? Grow some diamonds or blaze rods with the Magical Crops mod, decorate your house in a unique way with MrCrayfish's Furniture mod, organize your items with the Storage Drawers mod, or learn magic from the Thaumcraft mod. The possibilities are endless, and the best thing is that you can go at your pace!

    Night time is a very dark and terrible time to be out roaming the area. I'd argue that it's more difficult than RLCraft, with the combination of Advent of Ascension, Orespawn, Lycanites Mobs, and to top it all off with a cherry, Infernal Mobs.



    More info is on the technicpack page: https://www.technicpack.net/modpack/popularmmos-reimagined.1662665

    Mod list: https://pastebin.ubuntu.com/p/QG4PwrmcRw/

    Direct download: https://drive.google.com/file/d/1r00lxUkn3VwLWYfAGr_HsysTdSeh8IFj/view?usp=sharing


    System Requirements

    I'd personally say allocate 8 GB depending if you want to get dedicated or not, because the bigger the world, the more memory it'll cost you.


    I have no clue about CPU, but it takes around 15%-20% CPU to load up and play Minecraft with my Ryzen 7 2700X and Radeon RX 580.

    With my setup I average around 45-60 FPS.

    Be nice to Minecraft, if you load chunks too fast, it may crash and destroy your world (for lower end PC's).


    If you have feedback, PLEASE, I need the constructive criticism to see what other people think. Insult me, ridicule me, laugh at me, applaud me, I don't care, I just want your opinion.

    Thanks for reading! :)

    Posted in: Mod Packs
  • 0

    posted a message on How Would I Upload a Modpack?

    Ok. Well I found the instructions on technicpack.net, and for future people:

    1. You create three folder, bin, config, and mods (and a fourth for resourcepacks if you have that).

    2. If you have the hat mod for 1.7.10, there's no update that fixes the issue with generating the hat files so put it in with there too (I read up on the github and it said that when the site updated for the hat mod to download its files, it changed from http to https and is causing it to not download the files so you'll have to download them manually)

    3. Get a forge installer, when the menu comes up for what you want to do with forge, choose the extract option, and then navigate to your bin folder. Once it extracted, then rename it to "modpack" (so if you had file extensions showing, it would show up as modpack.jar. DO NOT NAME IT modpack.jar otherwise it won't work because I failed at common sense).

    5. Put all those folders into one zipped folder.

    4. Upload your modpack to dropbox (yes, it has to be dropbox google drive won't work), and when putting the URL for the shareable link, replace the "www." with "dl." and get rid of the "s" in "https". copy and paste that link to make sure it immediately downloads when you paste it, and then paste it into the modpack location part.


    Oh and don't forget the configs for your mods (not needed unless there's an ID conflict or something special that you want to chance the config to).

    Posted in: Mod Packs
  • 0

    posted a message on How Would I Upload a Modpack?

    Does it read a resourcepacks folder if I put one in there? Because Hardcore Ender Expansion has some music discs that I would like people to enjoy if they want to enjoy them. Also how would I work out the Hats mod? I have to have a folder for that in the .minecraft folder (or whatever the person's game directory is). What I'm assuming I'd do, is put the Hats folder in their, and next to it make a resourcepacks folder with the Hardcore Ender Expansion resource pack, but I'm not completely sure, which is why I'm asking you.


    FYI the hats mod doesn't generate it on its own for some reason, so I had to get it off of it's github.

    Posted in: Mod Packs
  • 0

    posted a message on How Would I Upload a Modpack?

    So as my previous post probably like 2 below this one mentions that I'm making a modpack and now waiting on 7 to reply.


    What I was wondering is how I would upload the modpack. Would I copy and paste a config folder, and mod folder, and the folder for hats and then zip it? Is it as simple as technicpack.net makes it sound?



    DISCLAIMER: YES YES YES YES YES YES YES I KNOW I REALLY WANT TO USE CURSE BUT THERE ARE SOME MODS THAT DON'T EXIST ON CURSE (yet) AND I GET IT I NEED PERMISSIONS FOR TECHNIC BUT NOT FOR CURSE. I HAVE MADE UP MY MIND, I AM UNDER NO CIRCUMSTANCES CHANGING TO CURSE! DO NOT TRY TO CHANGE MY DECISION!! -This minor annoyance came from the very discouraging people in r/feedthebeast. You can thank them for this message. I do not mean this in any harsh or rude way, but I don't want a repeat from what happened there.
    Posted in: Mod Packs
  • 0

    posted a message on Lag while recording!

    I'm not quite sure what to tell you, but you could try adding Better FPS and see if that helps with the lag.

    Posted in: Mod Packs
  • 0

    posted a message on PopularMMOs Reimagined! (BETA) My First Modpack!

    I wish, but sadly they're not all from CurseForge. I got completely shamed on by r/feedthebeast for not using CurseForge, so excuse me if I sound a little harsh.


    Rival Rebels has a creative commons license. I'm not big into copyright laws and such, but from what I researched I can include it in my modpack without asking for permission since it has that license (I had to REALLY dig to find it)?

    Edit: Dug some more, and found that you're right. I'll try to find a good replacement.


    Also, what do you mean by "what launcher am I building it on?" If you mean the website I'm using it to upload, I'm using technic.

    Posted in: Mod Packs
  • 0

    posted a message on Helpful Mod Idea

    I would pay actual money for the following to be in a mod (sadly it's breaking Minecraft's EULA if you do sell your mod but still):

    • It distributes mod ID's evenly so there are no conflicts
    • When Minecraft crashes, it will display the crash report on screen so you can go back to Minecraft without loading it up again
    • Get rid of annoying chat messages from mods (configurable)
    • Reduce search bar lag (the compass tab in the creative inventory)
    • If there is duplicated items it'll remove them (say Tinker's Construct adds copper and so does Immersive Engineering; it would remove the more rare version of copper so that way it will stick with just one type of copper).
    • A clickable widget when you go to the menu (ESC key) that reloads all chunks around you.
    • Make the mod configs in game so you can change them whilst playing (and be able to save them too).
    • Make shaders more compatible with mods.

    Be nice reliever for modpack creators.

    Posted in: Requests / Ideas For Mods
  • To post a comment, please .